Wonders in the weave -- the dog pharoh's tomb -- Spoilers


GM Discussion

The Exchange 5/5

I have a couple of questions on the map ... specifically with the area marked A6.. it's listed as the lower corridor. How does this figure in to the area? I'm reading it and it's just not making sense.

I'm guessing (please correct me) that the pcs would walk from A1 to A4 and only hit the lower corridor if they trigger one of the traps. Then if they are traveling the lower corridor... from what I'm reading they have to open the doors from below??

Paizo Employee Director of Brand Strategy

You are correct. A6 is under the other rooms, with the spiked squares lining up under the traps in each room.

If the PCs don't climb back out of the pit, then the only way to open the trapdoors is from below.

5/5

Mark Moreland wrote:

You are correct. A6 is under the other rooms, with the spiked squares lining up under the traps in each room.

If the PCs don't climb back out of the pit, then the only way to open the trapdoors is from below.

Ok .. so one could fall and be brought back up.. .. does that then drain the area so they see the other traps?

Paizo Employee Director of Brand Strategy

Each room's water level is self-contained, so if you remove the water from the first room, it drains, but that would have no effect on the second flooded room. If either of the traps in the room that has two are triggered, all the water drains from the room, pulling PCs "down the drain", as detailed in the adventure.

5/5

I see that now Mark .. thanks for answering :) just having a moment of "map panic"

Dark Archive 1/5

How did your players deal with the leech swarm? How many ways are there to damage an underwater swarm?

Grand Lodge 5/5

Pathfinder Lost Omens, Rulebook Subscriber

The normal fire affects can work underwater with a dc20+spell level caster level check as do other area affects such as stone call, ice storm etc or any of the fire spells that have been modified with an elemental feat.

When I played this scenario we drained the water and the leaches out of the room with several applications of the create pit spell. Then, we opened the traps, left the room, and waited for the duration of the spells to run out. When the duration ran out, the water and the leaches drained into the traps.

2/5 *

Entropi wrote:
How did your players deal with the leech swarm? How many ways are there to damage an underwater swarm?

We flushed the leech swarms down the pit traps (with the water), by purposely activating the traps. Not sure it was intended to be run that way, but I thought it was great. The guy activating the trap got kind of swarmed though, oh well.

I really liked this scenario. That is all. :)

Liberty's Edge 1/5

Entropi wrote:
How did your players deal with the leech swarm? How many ways are there to damage an underwater swarm?

Have played it, am running it in about six weeks, but haven't read it yet.

Dwarf went into room. Dwarf was attacked by all four swarms in one round (this appears to be a regional approach to multiple swarms, as I haven't seen it done before). Dwarf flew out of room. We eventually opened the trap and let the water out. I don't recall exactly how...Convention gaming on third day and 4 hours sleep over prior two days don't exactly result in easily accessible memories.)

Dark Archive 2/5

Actually I had a question for anyone who has ran this. Needless to say Spoilers if any of you are reading this without planning to run it. In room A8 the mummies give off the 3d6 cold non lethal damage from the brown mold, the mold can only be dispersed by COLD damage? Is the scenario's creator just being tricky, or is that a mistake? How did groups anyone ran handle this?

2/5 *

Ryphus wrote:
Actually I had a question for anyone who has ran this. Needless to say Spoilers if any of you are reading this without planning to run it. In room A8 the mummies give off the 3d6 cold non lethal damage from the brown mold, the mold can only be dispersed by COLD damage? Is the scenario's creator just being tricky, or is that a mistake? How did groups anyone ran handle this?

Our group kited the mummy outside of the brown mold room. After the mummy we recovered and just ran through the brown mold room taking damage, since we didn't have anything that would kill it.

Grand Lodge 4/5

I am really curious as to whether Wonders of the Weave is a three parter. There's elements in Part 2 that suggest that it is. Anyone know?

5/5

KestlerGunner wrote:
I am really curious as to whether Wonders of the Weave is a three parter. There's elements in Part 2 that suggest that it is. Anyone know?

I think the elements you're thinking of lead to other parts of the story, but not necessarily another 3-parter. I don't think we're done in the tapestry.

Liberty's Edge 3/5

Ryphus wrote:
Actually I had a question for anyone who has ran this. Needless to say Spoilers if any of you are reading this without planning to run it. In room A8 the mummies give off the 3d6 cold non lethal damage from the brown mold, the mold can only be dispersed by COLD damage? Is the scenario's creator just being tricky, or is that a mistake? How did groups anyone ran handle this?

Re: brown mold. It works as described in the adventure and it is not a trick. What makes it difficult is the combination with mummies since most will want to use fire if they have it on the mummies. Challenging set-up. For details on how Brown Mold works see pg. 416 of the Core Rulebook.

Liberty's Edge 3/5

Jason S wrote:

Our group kited the mummy outside of the brown mold room. After the mummy we recovered and just ran through the brown mold room taking damage, since we didn't have anything that would kill it.

One thing to realize is the encounter as-written has the brown mold actually attached to the mummy.

Dark Archive 2/5

Yes but I think it says in the adventure they leave a trail of the stuff that crossing through the square will still do the damage. I have the map done on gaming paper, so I think I will have brown marker trailings where ever the mummies go.

2/5 *

Githzilla wrote:
One thing to realize is the encounter as-written has the brown mold actually attached to the mummy.

Right, after we beat the mummy we went to another location to recover, away from the body.

I believe there's another scenario or two involving Hao Jin's demi-plane, although I'm not sure they're going to be sequels per se. Moreland could tell you. :)

Dark Archive 2/5

I don't know how far they are going to take it, I'm going to run Wonders in the Weave 1 and 2 for my group in order so we can get the boon. The special boons are great, we just got done with Quest for Perfection and the Axe beak is great.

Sczarni 4/5

3-25 and/or 3-26 look like they will deal with it as well...

Paizo Employee Director of Brand Strategy

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Right now we have a number of scenarios set in the Hao Jin Tapestry throughout the rest of the season including the Rats of Round Mountain two-parter, The Icebound Outpost, Temple of Empyreal Enlightenment, Storming the Diamond Gate, and Portal of the Sacred Rune (though that one actually takes place outside the tapestry but concludes the conflict that starts in the Wonders in the Weave series).

Dark Archive 2/5

The Tapestry is a great idea, I'm going to be running both Wonders sessions for my group. But I almost smell a full fledged war with the Aspis Consortium coming up. Which sounds awesome. Thanks for dropping some previews on us Mark!

I read up on brown mold Githzilla, thanks for clearing that up. Makes a lot more sense now, and now that I know it's a bit more common then I thought, I don't feel so much like I'd be blind siding them with an uncommon thing. Because mostly I'm a pansy gm. *cries*

5/5

Ryphus wrote:
I read up on brown mold Githzilla, thanks for clearing that up. Makes a lot more sense now, and now that I know it's a bit more common then I thought, I don't feel so much like I'd be blind siding them with an uncommon thing. Because mostly I'm a pansy gm. *cries*

Brown mold is a bit infamous locally. There is a scenario from a past season that has brown mold in it. During one play through a group said "oh it's cold, throw a bunch of fire at it" and it killed them all as it engulfed the room. Now whenever I hear a room described as being moldy I immediately start asking for Knowledge (Dungeoneering) checks. Paranoia saves lives.

Dark Archive 2/5

I'm the rookie in the group so I already know who's eyes will open wide when I describe the Mummies lol. I was worried it was a new thing and then would wipe some people who would not take it well lol.

Shadow Lodge 3/5

I actually don't understand how the boon works for part 2 here; it seems like it only applies to parts 1 and 2 of Wonders in the Weave, but obviously by the time you get it, you've finished those scenarios anyway?

Grand Lodge 5/5

Avatar-1 wrote:
I actually don't understand how the boon works for part 2 here; it seems like it only applies to parts 1 and 2 of Wonders in the Weave, but obviously by the time you get it, you've finished those scenarios anyway?

Per Mark Moreland:

Mark Moreland wrote:
Right now we have a number of scenarios set in the Hao Jin Tapestry throughout the rest of the season including the Rats of Round Mountain two-parter, The Icebound Outpost, Temple of Empyreal Enlightenment, Storming the Diamond Gate, and Portal of the Sacred Rune (though that one actually takes place outside the tapestry but concludes the conflict that starts in the Wonders in the Weave series).

The boon will be applicable in these scenarios.

edited to add link to post

Dark Archive 2/5

Hence my guess open war with the Aspis Consortium is on it's way! :-) I hope anyway. It sounds fun to me.

Dark Archive 4/5

Jason S wrote:
Githzilla wrote:
One thing to realize is the encounter as-written has the brown mold actually attached to the mummy.

Right, after we beat the mummy we went to another location to recover, away from the body.

I believe there's another scenario or two involving Hao Jin's demi-plane, although I'm not sure they're going to be sequels per se. Moreland could tell you. :)

There was also the fact that your character was immune to non-lethal cold damage helping you out. :P

Dark Archive 2/5

Mergy how was that accomplished? Just in case it pops up.

2/5 *

Mergy wrote:
There was also the fact that your character was immune to non-lethal cold damage helping you out. :P

I still wonder about that, does Endure Elements allow you to ignore the non-lethal damage from Brown Mold? Either way, it didn't impact our game, but I'm curious what others think.

Liberty's Edge 5/5

No, endure elements only negates any effects of being in a hot or cold environment. Brown Mold doesn't say it creates a cold environment that then deals non-lethal cold damage. It says proximity to the Brown Mold deals non-lethal cold damage.

Dark Archive 4/5

I'll take a look at the boon again, but it's very possible I made a mistake in my ruling regarding that issue.

Yeah, I just checked, and that was my mistake making it too easy on you guys.

I made up for it though last time I ran it by playing the entire trip through the hallway in initiative.

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

1 person marked this as a favorite.
Ryphus wrote:
Hence my guess open war with the Aspis Consortium is on it's way! :-) I hope anyway. It sounds fun to me.

I, too, think an all-out war with the Aspis Consortium would be good for PFS. The Year of the Shadow Lodge story arc was very popular (in my area) because there was a clearly defined "enemy." I think that's missing from Season 3, and really hope this bit with the Aspis Consortium carries forward. The Before the Dawn series also had and "anti-Aspis" theme, and were very popular in my area. Seems like a theme to exploit. I'm glad this boon is fostering that idea.

Sczarni 2/5 RPG Superstar 2014 Top 16

That combat with the mummies and brown mold ended up being very informative, as everyone needed to start checking into exactly how much Non-Lethal damage you could take before dying. Tons of fun to run at either tier!

Also, how many parties skipped the Puzzle Room by using the underground corridor? I'm 1 for 2.

Dark Archive 4/5

For the puzzle room, the second time I ran it I gave the party members on my right one of the sheets and the party members on my left the other sheet, but I didn't inform them the sheets were different. They actually took to figuring out a puzzle quite well, and I dropped hints until they put it together.

Dark Archive 2/5

I ran my groups Wonders 1 session last night. Quite interesting, the lizard fight ended up being quite fun. I misjudged that one. I wish we had run higher level, would have had more fun lol. We have an Osiria nut in our group, from Knowledge engineering to linguistics, the rest kind of hate in game puzzles, so I gave him the information, he rolled linguistics twice, then pieced it all together. The two different sets of equations threw him off a little bit, but then just used the answers as the combo lock and moved on. Using the tunnel (which they had found and explored) to bypass the door didn't occur to them. But this was really a session for my player who loves Osiria.

The mummy fight was fun, because none of them had anything that did cold damage, and one of them used an attack that did two points of damage lol. Was fun to watch brown mold skeet on their characters. None of them had Draconic as a language, which was also fun. We had lots of laughs, was a good module.

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