8-22 Wrath of the Fleshwarped Queen GM Thread


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The Exchange 5/5

Brian Duckwitz wrote:
Gino Melone wrote:

Prepping for tomorrow night. In A7 ** spoiler omitted **

Is this adjacent squares or the whole room or ???

I understand it looks a ledge rather than a gas cloud on the final map, but the curved line in that room is meant to represent the border of that area of effect.

Prepping this for this weekend and this pops up some questions for me.

Ok... it is NOT a ledge, but a gas cloud? is it visible? (meaning can the PCs see it before they enter it, not does it block vision - I assume it does NOT provide concealment.) So it would NOT block charge moves for example (When I played this we assumed that it was a "stage" and thus blocked charge lanes...). Also, what about the squares that are only "partly" in the cloud? Do I just make a "command decision" as to which are "in the cloud" and which are "not in the cloud"? (More area inside the arc? counts as in cloud, etc.)

Should we remove the "ledge line" when we draw the maps? (or have them printed)? esp. as it actually doesn't effect movement... etc.?

Thanks for the responses!

(PS. this looks like it is going to be a GREAT scenario to run....).

The Exchange 5/5

Sir Godfrey wrote:

And another question.

The hungry fleshes on both tiers list their reactive regeneration triggering on Acid and Fire damage in the stat block, but retain the verbage of a standard hungry flesh of slashing or piercing in their ability description.

Which one should they be reacting to?

OK, I'm going around and around with how this works ...

Hungry Flesh vs. Halfling Knife master ....

HKM - throws three daggers (Rapid shot and two weapon fighting...), hitting all three times doing a total of (1d3+2)x3.

How much does it heal? and when? And how many Growth Points does it gain, and when?

a) 15 HP on the Halflings turn? ("Whenever a Hungry Flesh take piercing or slashing damage...") and 5 more points on it's turn (normal regeneration). It gains 3 Growth points for the 3 daggers that hit.

or

b) 5 HP on it's turn. Now, how many growth points? 1 or 3?

Then on the next turn, the Halfling calls for help killing this thing...

The Cleric hits it with a Mace for 6 HP.

HKM - Throws three more daggers doing (1d3+2)x3 again...

The Wizard shoots it with an Acid splash doing 1d3 acid damage...

The fighter hits it with a long sword for 6 HP....

How much does it heal? and when? And how many Growth Points does it gain, and when?

a)No Healing on the Clerics turn (budging), 15 HP on the Halflings turn, No Healing on the Wizards turn (not Piercing or Slashing), 5 healing on the fighters turn and no more points on it's turn (normal/standard regeneration shut down due to Acid damage from the Acid Splash). It gains 3 Growth points for the 3 daggers and another for the fighters sword - so it grows in the middle of the Halflings turn.

or

b) No healing due to the Acid damage taken during the turn. How many growth points? 1 or 4?

The Exchange 5/5

Anyone able to help explain how the Regeneration on a Hungry Flesh works?

If it is hit one during a turn, with an attack that does 20 points of slashing, does it heal 5 points when it is hit, then another 5 on it's turn... then it heals 5 points the NEXT round? (and then the last 5 on it's third turn?

Is that correct?

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

It heals 5 at the start of its turn, and any time it is dealt slashing or piercing damage. So 5 when hit, then 5 on its turn.

I would read the reactive regeneration not being turned off by acid or fire, so parties really want to get out the bludgeoning weapons unless they have someone that can do single large hits.

The Exchange 5/5

Steven Schopmeyer wrote:

It heals 5 at the start of its turn, and any time it is dealt slashing or piercing damage. So 5 when hit, then 5 on its turn.

I would read the reactive regeneration not being turned off by acid or fire, so parties really want to get out the bludgeoning weapons unless they have someone that can do single large hits.

yeah... and after 5 hits (piercing or slashing) it get's bigger and gains 10 HP to it's total (2 per dice).

If it takes 10 hp each hit, that means after 5 hits it is actually only 15 hp less than what it started with, and in 5 rounds will be ahead 10 hp (40-10+5-10+5-10+5-10+5-10+5+10 growth=25 hp and regenerating to 50)... wow. And as it is Regeneration, it actually isn't dead when it's at negative CON... And there are 3 of these things at the higher sub-tier? Goodness this is going to be a hard fight. If they don't have Knowledge Dungeoneering I can easily see them having to flee these guys - with one or more infected, and no way to even know how to deal with them (the infected PCs or the Monsters).

Here's to hoping they have an Alchemist in the party...

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Thankfully, we had two monks in my party. :) It was still a disgusting, nasty fight.

The Exchange 5/5

Minor After Action Report...

The 5th level thrown weapon specialist (fighter type) - armed with something like 40 Chakrams (edged weapons anyone?) and able to throw 3 a round.... had a rank in Knowledge Dungeoneering and rolled a 17 (plus 2 makes a 19. Yeah, she had a 7 INT).... wow... And as I don't make the players play 20 questions I just told her the most endearing quality of the monster she saw as the door opened. And she semi-paniced... She ended up throwing Alchemist fires she carries for swarms, and wasn't totally useless.

The third level dwarven fighter (playing up), also had a single rank in one Knowledge skill - yeah, Dungeoneering and rolled a nat. 20... so he learned that they needed to be hit with blunt weapons. Like his Dorn-Dergar... so yeah - they actually fought three H.Fleshes in the doorway, with fire and blunt weapons. So the slime trails didn't even come into play.

I'll try to post a better report in the next few days - when I recover from the CON.

I just needed to mention that the Skill monkeys at the table didn't have Kn.. Dungeoneering, and the needed monster facts actually came from the PCs with the lowest INT (and fighters at that! So only 2 skill points per level...)


OK so, two questions:

#1 so the sequence is Sheila's map, Tidewatcher, cave entrance, hole in the floor revealing tunnels, door and priest?

#2 the book trap for A1 has an option to reduce player gold if the players don't "trigger, disable,bypass" it. What other options are there?

Sorry, this will be my second scenario in PF i have run as DM so I am feeling a little unprepared and confused.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

#1. The Priest is at the door.

#2. I guess the party could turn around and go home. I am not sure why that part is even there.

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
syncrogti wrote:

OK so, two questions:

#1 so the sequence is Sheila's map, Tidewatcher, cave entrance, hole in the floor revealing tunnels, door and priest?

#2 the book trap for A1 has an option to reduce player gold if the players don't "trigger, disable,bypass" it. What other options are there?

Sorry, this will be my second scenario in PF i have run as DM so I am feeling a little unprepared and confused.

#1 sounds correct to me off the top of my head.

Re: #2, having talked a little bit more about this, it's a little messy and unclear. There are three words that matter here: trigger, disable, and bypass. We know what two of them mean: trigger and disable. So what's bypass?

My assumption is that bypass in this context refers to an occasional feature of traps: a bypass switch that lets an individual do something without setting the trap off, without disabling the trap. This trap doesn't have one of those.

So it would seem to me that the intention is that the party must interact with the trap in some way. Most parties are going to either walk into it or disable it; I wouldn't worry too too much about the case where a party of teleportation specialists detect the trap and then shift past it or something.

And even in that case, it's up to you to determine whether that constitutes a creative solution, and find another way to get the party the books and loot. There's a library, so it's not hard to find another place to stash the trap loot in that case.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

Ran this tuesday, and we also had a Chakram wielder. But the party only got one question on their collective dungeoneering checks, and used it on special attacks.

So, they never really figured out how the regeneration worked. The chakrams were delicious growth points. But they tried backing it into the entrance hallway. Somehow in the sloshing around and growing, the (very tanky) dwarf got separated from the party and stuck between 2 oozes with no way around. He reliably hit, and did some net damage... at the cost of growth points.

Eventually the rest of the party took down one ooze (skald used a hammer)... and then we found that not a single person in the party had fire or acid of any kind. One had flint and steel, so they used that to light some gear on fire, then used that on the downed ooze. I pretty much called the fight then, even though the other ooze was still barely up.

By this point though, the other ooze was gargantuan, and filled the hallway. They found the dwarf squashed against the wall, hiding behind his tower shield.

One of the players made use of their True Dragon Kobold pregen. And decided they really disliked goblins. The party started to negotiate with Grib a bit... then the kobold went over and smashed up a vat (getting nicely exposed in the process). By the end I think everyone but the dwarf had gotten some mutations.

The queen almost wiped the party. There was a major bottleneck between the dwarf and a sinspawn for a while, but eventually the party actually came into the room, and I was able to actually hit things. And everyone but the dwarf started dropping fast. The cleric did her job though, and everyone pulled through.

5/5 *****

Ok, I am prepping this to run on Wednesday.

Looking at the map the two doors from A8 which are greyed out look like they are supposed to be secret doors but no DC is provided for them. Are these just regular doors leading to the ground floor section or are they supposed to be secret?

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
andreww wrote:

Ok, I am prepping this to run on Wednesday.

Looking at the map the two doors from A8 which are greyed out look like they are supposed to be secret doors but no DC is provided for them. Are these just regular doors leading to the ground floor section or are they supposed to be secret?

Yeah, those passageways don't "read" right at first. The room labeled A8 has two levels to it. (The ceiling is 30 feet high, the stone walkway is 15 feet up, and the sand is at ground level.) The passageways in gray are not secret; that's how the map is labeling passages connecting the lower level of A8. Note the stairs from the hallway into A8 seem to head up, and the stairs from A10 to A8 also ascend.

From the box text in A8, those passages are referred to by:

Quote:
Barred metal doors lead out from the lower level to the west and south.

In A9, that passage is referred to by:

Quote:
A single metal door opens to the east

I don't believe the door in the unmarked hallway is described, but I'd consider it similar to the one in A9.

I have to say I'm glad they're not secret--I would not have wanted to edit those out of the image before I showed it to players.


Hi I want run this fun scenario next week, I am not a native speaker so can someone tell me if I get it right or explain it's meaning.

"...dealings with the Shoanti, laid the spirit of an ancient symbol of peace to rest, and stopped a Runelord from rising once again.

In the talk of the Tide Watcher is the part after 'the Shoanti,' something like a charm? For me it is a bit random and there is no end sign (") for the dialogue.

Thx are given

Silver Crusade 4/5 5/55/55/5

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Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

What do you mean by "something like a charm"? I'll try to answer, but I'm not positive I understand what you're trying to describe.

For some context, this is from the mission briefing:

Wrath of the Fleshwarped Queen, Page 4 wrote:

“I sent word to our allies in Magnimar of what we’d found. I contacted Sheila Heidmarch specifically because I have heard that under her direction, the Pathfinders have made fair dealings with the Shoanti, laid the spirit of an ancient symbol of peace to rest, and stopped a Runelord from rising once again.

“Five days ago, a priest named Julian arrived from Magnimar and claimed he could seal the door. He worships a good god of monuments, he said, and was confident he could succeed. I have not seen him since, however, so I do not know what has happened.”

In professional English writing (I'm not sure how it works in other languages), the closing quotation mark is omitted if the quotation continues into the next paragraph. The missing the quotation mark here shows that the same speaker from the first paragraph continues to speak in the second paragraph.

Regarding the part after "The Shoanti," it's a list of things the Society has done, equivalent to this:

Quote:

I contacted Sheila Heidmarch specifically because I have heard that under her direction:


  • the Pathfinders have made fair dealings with the Shoanti
  • laid the spirit of an ancient symbol of peace to rest
  • stopped a Runelord from rising once again

Does that help a little bit?


Ah, there was a misinterpretation from my side with dealings, like in the sense of trading to make a deal not to deal with a situation.
Thanks now I understand it.

The Exchange 5/5

Alex, it is always nice to see someone giving a fellow gamer help. What you did was perfect!
From someone who would not have been able to do as good a job as you did. "Congrats!"

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thanks nosig!

Kraschong, it sounds like you've gotten the gist of it. "Dealings" could be understood as almost any sort of trade or deal or even any interaction, even if it doesn't involve money.

Liberty's Edge 1/5

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My son and I are running side-by-side tables of this scenario tonight in tier 4-5, and there seem to be a couple of errors in Grib’s statblock (pp. 12-13).

Tactics, Before Combat wrote:
If Grib feels combat is imminent, he drinks his mutagen to increase his Dexterity and his extracts of false life and expeditious retreat; he also charges a vial of alchemist's fire within his explosion pocket. The benefits of these abilities are included in his statistics.
Offense wrote:

Speed 30 ft.

* * *
Alchemist Extracts Prepared (CL 5th; concentration +8)
2nd - fire breath, lesser restoration, resist energy
1st - cure light wounds (2), enlarge person, expeditious retreat, true strike

1. I think this is just a typo - his speed should be 60' due to expeditious retreat, not 30', right?

2. Grib doesn't have false life prepared. Should we just replace one of his 2nd level prepared extracts with it? If so, I'd probably drop lesser restoration, as it isn't used in his tactics and (depending on the PCs he's facing) he is more likely to need to worry about energy damage than a few points of ability damage.
3. It looks like he has one too many 1st level extracts prepared. A 5th level alchemist should get four level 1 extracts, plus 1 bonus extract due to his intelligence score, right? I could drop enlarge person, as he probably won't want to be a bigger target. Given his line of work, it makes sense to keep both prepared CLW slots.

Any suggestions would be welcome. We'll have a couple of teenagers who've played Pathfinder before (home games, not PFS), a couple more who play 5E, and a couple of parents who played AD&D 25-30 years ago.

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