Deadly Scenarios


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Scarab Sages 2/5

roysier wrote:

The most difficult scenarios I've encountered:

3-19 The Icebound Outpost - tier 4-5

All resulted in a player death or coming really close to a TPK.

"Does the half of the ninja I am pulling away has the backpack?"

"...Yes?"
"All right! We got potions, guys!"


Thanks for all the input everyone!! I had my second pathfinder game session today and it was great (and nice and DEADLY!!) Nobody died but it was rough.

Voice in the Void 3-4 (played with my level 2 paladin)

And i'm excited/nervous about

The Icebound Outpost

Severing Ties

I'm signed up for both of these events later this month....should be fun!

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Funny thing about the Palid Plauge.

I did fairly well at the low tier of people getting <redacted> (except for the ranged ranger and the one druid who sent his dino in while standing way the heck back.)

Of course I ended up with 7 players (including two newbies) and of the 7 I had 3 druids and a cavalier. 11 on 3 odds make for quick brutal fights.

Dark Archive

Just got TPKed yesterday playing Shades of Ice Part I: Written in Blood. Most of the module was a blast, but the CR 7 encounter at the end was a bit much for our 6 level 2 PCs on tier 3-4.

Sovereign Court 4/5 5/5 ** RPG Superstar 2014 Top 32

Victor Zajic wrote:
Just got TPKed yesterday playing Shades of Ice Part I: Written in Blood. Most of the module was a blast, but the CR 7 encounter at the end was a bit much for our 6 level 2 PCs on tier 3-4.

Well there's your problem.

5/5

Netopalis wrote:
Victor Zajic wrote:
Just got TPKed yesterday playing Shades of Ice Part I: Written in Blood. Most of the module was a blast, but the CR 7 encounter at the end was a bit much for our 6 level 2 PCs on tier 3-4.
Well there's your problem.

Yeah, it's sub-tier 4-5, and no one in the group was actually of level to fall into it normally. That's pretty much always going to be deadly with a good chance of TPK.

Grand Lodge

Isn't it mandated to bump up the groups level by 1 if you have six people?

5/5 *

Nuku wrote:
Isn't it mandated to bump up the groups level by 1 if you have six people?

For all scenarios prior to Season 4 only.

5/5

1 person marked this as a favorite.
Nuku wrote:
Isn't it mandated to bump up the groups level by 1 if you have six people?

For seasons 0-3, you increase the APL by 1 if you have a 6 or 7 person table, yes. This would have made his group APL 3, after the mandate bump, which put them in between sub-tiers.

It's perfectly fine to play up at that point, but the results are more likely to be painful for the party.

A rule of thumb I like to use is that if there's not even a single player, who's level falls into the actual sub-tier, don't play up if you have that option. I find it to be a more enjoyable experience.

However, that's just my personal preference, and others prefer a much more difficult scenario, to each their own.

5/5 *

Sniggevert wrote:
A rule of thumb I like to use is that if there's not even a single player, who's level falls into the actual sub-tier, don't play up if you have that option. I find it to be a more enjoyable experience.

Our unwritten rule of thumb here for "in between" parties is we only play up if it's a unanimous decision. If just 1 person wants to play down, we play down.

Grand Lodge

I would agree with your rule there. Scenarios jump up quite a bit in lethality between tiers, so far I've seen so far.

5/5

CRobledo wrote:
Sniggevert wrote:
A rule of thumb I like to use is that if there's not even a single player, who's level falls into the actual sub-tier, don't play up if you have that option. I find it to be a more enjoyable experience.
Our unwritten rule of thumb here for "in between" parties is we only play up if it's a unanimous decision. If just 1 person wants to play down, we play down.

I generally run by that rule too.

However, when I actually get to play, I generally determine if I'm willing to play up by mine. If there's no one in sub-tier I'll vote down, otherwise, I'm generally ambivalent to the desires of the group in terms of playing up or down.

Dark Archive

... We received a vote, which I didn't think we should have, but were told the next tier up was 3-4, not 4-5. Wouldn't have played up if I had known it was 4-5. That's incredibly frustrating.

Edit: Now that I think about it, I don't think the GM told us what the subtiers were. But we discussed in front of him if we though we could take tier 3-4 or not. A correction would have been nice, or using less lethal tactics on the turn we decided to run (Cleric used channel negative against one standing target instead of cause fear), killing two downed PCs caught in the radius.

4/5

Victor Zajic wrote:
... We received a vote, which I didn't think we should have, but were told the next tier up was 3-4, not 4-5. Wouldn't have played up if I had known it was 4-5. That's incredibly frustrating.

Technically you still could have played at the 4-5 subtier since you were APL 3 and because you were inbetween you had a choice. But yes, it's subtier 1-2 or 4-5 for that one. Just so you know the numbering system, it's:

Numbering System:

Tier 1-5 = Subtier 1-2, Subtier 4-5
Tier 1-7 = Subtier 1-2, Subtier 3-4, Subtier 6-7
Tier 3-7 = Subtier 3-4, Subtier 6-7
Tier 5-9 = Subtier 5-6, Subtier 8-9
Tier 7-11 = Subtier 7-8, Subtier 10-11

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Sir Eliwood wrote:

Thanks for all the input everyone!! I had my second pathfinder game session today and it was great (and nice and DEADLY!!) Nobody died but it was rough.

Voice in the Void 3-4 (played with my level 2 paladin)

How did you get a level 2 character after only one game session? Unless you played a whole module during your first session, It takes three game sessions to go from Level 1 to Level 2.

Scarab Sages 4/5

Adam Mogyorodi wrote:
Erosthenes wrote:
Kyle Baird wrote:

DR? You mean DC?

I'm all in favor of having some skill checks (especially knowledges) having a "ultra high" option for additional reward. If you're playing someone with a +million to a skill check, a) you've sacrificed something else, probably combat ability and/or b) it feels awesome as a player to get to use something so obscure or unique.

Kyle I agree, but unless I am missing something, PC's are limited to skill count based upon level, so some of these DC's are simply impossible! Am I missing something easy like take 20?

Apologies for the digression, but it seems that this topic touches on the difficulty of some of these modules. If I have hijacked the thread, I apologize.

It's possible.

** spoiler omitted **

Or you could just explore the secrets of the cosmos without stooping to such silly bardish tricks. A true Oracle of Lore in a focused trance can know such things from the beginning of his career.


My first session was first steps 1 2 3 It was a day event so I count it as one session :P

Liberty's Edge

Victor Zajic wrote:
Just got TPKed yesterday playing Shades of Ice Part I: Written in Blood. Most of the module was a blast, but the CR 7 encounter at the end was a bit much for our 6 level 2 PCs on tier 3-4.

Almost the same thing happened to us. We were warned not to, but we voted to play up.

Shades of Ice 1:
We didn't know it, but could have rested after the first fight. But after that you are in a rush for fights 2-4. By the time we got to 4, we were almost out of spells in our caster heavy group. One guy managed to run away. We didn't kill any of them.

---------------------------------------------------------------

I am by no means an old expert at PFS. I will agree with most of what I’ve read in this thread.

Poor tactics can definitely make things riskier.
Had one where our biggest martial guy kept trying to use unarmed strikes and grappling. But didn’t have the feats so kept taking AoO’s. He eventually died and was very upset about it.
Many people at our local won’t take the online advice (for example, still don’t have any healing or swarm stuff). Then are upset when their choices smack them.
Also, a few were rough because of noobs, but I don’t hold that against them. We’ve all been there (or like me are still kinda there).

Party composition can make things tough.
All last fall I noticed that my local seems to have a very high proportion of max dps martial killing machines. It was making the scenarios that required skill checks or investigation very difficult. Yes, we would breeze through the fights. But we wouldn’t have anyone that could make a knowledge, linguistics, diplomacy, appraise, bluff, sense motive, etc… There were starting to be a lot (well maybe not a lot, but a noticeable number) of times where everyone would survive, but the primary mission was blown. Or if not the primary, at least few of the faction missions were completed.
Oddly enough, last week was exactly the opposite. Others have also noticed the plenitude of martial PC’s and are trying to bring up other characters. So now I was in a group with no one all that good at fighting with a weapon. The cleric was ok, but was mostly a caster and negative channeler. The inquisitor wasn’t bad, but only 1st level. So the few skill checks were a breeze and we got killed.

{sigh}

Silver Crusade 2/5 *

Fromper wrote:

At subtier 1-2, Shipyard Rats is brutal. This is because one of the big enemies has exactly the same stats in subtier 1-2 and subtier 3-4. That encounter is perfectly normal for subtier 3-4, but it can be devestating for a group of level 1 PCs.

I just ran this, played up...only killed one PC

Spoiler:

Had a table of 7, 2 3rd levels 1 4th and 4 6th. In act 3 the wizard hasted everyone, the rogue and the inquisitor charged the cleric and the (4th level) aasimar fighter cast daylight (dispelling the deeper darkness the cleric cast) and walked toward the cleric, then the specter attacked. He got a 12 on his save vs the level drain. On his next action he ran down into the hold, the specter sank into the deck and attacked again where he rolled a 2 on his save. He used a reroll and rolled another 2....I rolled 1d4 to see when he would become a spawn....1 round later his specter spawn appeared.

Asked players to clean the map while I talked to VC, who looked up that the player needed a resurrection to come back, player didn't want to stay for the rest of the adventure and left before getting a cert.

Lantern Lodge 3/5

Cao Phen wrote:

Intro to Season 3 part 1, Halfling Barbarian. I saw two whole groups brought to their knees off that guy. It made a few of them rethink their characters to become more optimized towards combat, rather than concept. My local DM said that encounter wiped out a whole party once.

Fear Ledford, FEAR HIM!!!

Weirdly, a table I ran for was able to down the Halfling Barb in the first turn with a crit arrow shot and proceeded to drop the rest of the NPCs, WITHOUT KILLING anyone of them.... The PC Party even healed the Barb up and then Diplomacy the NPCs to join the Pathfinders... I was kinda stunned...... but happy at the outcome.

In any case, for a deadly scenario.... try Wraith's Shadow a Season 4, lvls 3-7.

Grand Lodge 4/5 ***

Cao Phen wrote:

Intro to Season 3 part 1, Halfling Barbarian. I saw two whole groups brought to their knees off that guy. It made a few of them rethink their characters to become more optimized towards combat, rather than concept. My local DM said that encounter wiped out a whole party once.

Fear Ledford, FEAR HIM!!!

He's a pushover...fear the mage...learn from shadowrun...geek the mage first.

Scarab Sages 5/5

Chris Wasson wrote:

Hello, I just started PFS and was wondering if there are modules/scenarios that are more deadly? The group I played with wasn't exactly optimized for combat (Alot of Concept characters, which are fine) But in the 3.5 D&D games im used to, my DM would PUNISH us hard if someone couldn't pull their "weight"

So I tend to build powerhouses (Ill try and make some skill monkeys for more fun times)

Limit yourself to 4 person parties before season 4, to help enhance the difficulty.

Echos of Everwar Part 2 was particularlly nasty for the party of 4 we had.

5/5 5/55/55/5

Deadly or difficult? there is a difference

Scarab Sages 4/5 ****

The 1-2 level of Thornkeep, The Accursed Halls, is the most potentially deadly scenario or module that I've run. You could give that one a try if your players are the type to come prepared for situations that 1-2's don't usually have to worry about.

My group was made up of funny min-max combos that they all planned to rebuild after the game (I told them all up front that it would be unusually deadly), and I STILL ended up killing a PC.

Grand Lodge 4/5

You can add Elven Entanglement to the list.

5/5

Tamec wrote:
Fromper wrote:

At subtier 1-2, Shipyard Rats is brutal. This is because one of the big enemies has exactly the same stats in subtier 1-2 and subtier 3-4. That encounter is perfectly normal for subtier 3-4, but it can be devestating for a group of level 1 PCs.

I just ran this, played up...only killed one PC

** spoiler omitted **

Spoiler:
Just an FYI, you don't get a save to negate the negative levels when hit with energy drain. You get a save at the end of 24 hours to keep them from becoming permanent. It doesn't seem to have mattered in this case, but just wanted to address that.
2/5

The only deadly scenarios I have seen came from being able to play up because of the +1 APL bump for older scenarios with enough people. (God's Market Gamble, The Infernal Vault, and My Enemy's Enemy)

Scenarios with elementals have been difficult but not deadly.

I've seen one death due to failed saves on a save or die in a 7-11 and one death due to what I can only call poor tactical choices (don't split the party, seriously)

I've yet to see a death that I felt was unreasonable. Anything could become difficult for a party relying on a single optimized member as eventually you will fail a save to something and be out of the fight. If you want more difficulty I could see playing modules with 4 (or even 3 and a pregen) players all at the minimum level as an option.

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber

It depends on your level of experience; I'd expect more challenging scenarios in the higher tiers. Try and bring a balanced party if you can, if you are all new make sure you get everyone talking at the table about their PC's preferred combat style. Figure out who will be the face of diplomatic encounters and who will be assisting and in the briefing; ask plenty of questions and make as many knowledge checks as you can about where you are going and any of the names on your faction missions etc..

Oh and Bonekeep One & Two; they come with warnings - pay attention, make sure you have consumables and are prepared - they are tough. (But are worth the risk).

Scarab Sages 4/5

#4-26 The Waking Rune (Hard Mode)

Do not play this unless you are ready to see creative ways to die.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Andrei Buters wrote:
You can add Elven Entanglement to the list.

Dang, I just signed up to play this in about a week. *gulp*

4/5 5/5

Jiggy wrote:
Andrei Buters wrote:
You can add Elven Entanglement to the list.
Dang, I just signed up to play this in about a week. *gulp*

You might get lucky! Our party did. Only death in the entire scenario was my shadowdancer's shadow.

(The halfling summoner was staggered after the first round of the first combat, though.)


Jiggy wrote:
Andrei Buters wrote:
You can add Elven Entanglement to the list.
Dang, I just signed up to play this in about a week. *gulp*

I'm signed up for this as well with my level 10 Ranger. Will be my first 5th season scenario.

But if I die, I'm pretty set with prestige and gold.

One of the most difficult scenarios I've been in was my last one. We almost had a TPK (two died, two went negative one dragged us out). I was one of the ones who went negative. That scenario was part II of Round Mountain.


Well, I died. And first encounter, as well.

But as I said, I am well set with prestige and gold.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Survived Elven Entanglement! That was pretty brutal, but I guess playing up is playing up. (Played 10-11 with more 9's than anything else, including me at 9th.)

Liberty's Edge 3/5 5/5

As a PFS GM with about a year and almost 2 stars under my belt, I've yet to TPK and have only killed 2 PCs. Once was a a fluke, a flurrying/extra attacking monk took a Paladin PC from full health to death in a boss fight but had multiple crits in the flurry.

The other one was King of the Storval Stairs, which if run as directed nearly insures a PC death if not a TPK imnsho.

Grand Lodge 1/5

Sniper in the Deep at tier 8-9. If your party is used to breezing through scenarios, this one will rock their world and might kill some beyond recovery if not a TPK.

Spoiler:
The PA on the first guy is murderous. If you actually calculate his stats he does something like 2d6+27 per hit. The second scenario has 3-4 undead, who will stealth and with their touch attacks if they get surprise, can drop a lvl. 9 to 0 w/5 successful touch attacks and turn him into an undead. (Raise dead does not work at this point, only a resurrection.) Final boss fight, a nice lvl. 10 Flame Strike?? (cleric spell, not sure what its called now), will hurt a lot of people and the ghost who can possess your fighter and then works everyone else from the other side, is no joke either.

Dark Archive 1/5

I ran Elven Entanglement 2 weeks ago. I am certain there would have been at least 1 fatality on the first combat if it hadn't been for the Samurai critting with his 4x naginata on the AoO. Their cleric was dropped to negatives in the first round. With the crit doing like 75% of the damage on the creature, the second round they were able to kill it with a single bowshot. I really do dislike crits in general (both as a player and a GM). It can too easily completely change the outcome of a fight (this same Samurai crit on the first round in the first combat of Waking Rune as well). There was a fatality in the final combat though.

Speaking of Waking Rune, that is another in the very deadly pot. It takes a ton of prep work to run it properly though. The first time I ran it (at GenCon), I was not prepped enough, so the party got through it pretty handily. The second time I ran it however, I was much more prepared for all of the abilities that all of the creatures had available to them. And it resulted in my first TPK (as a GM..I had already caused my first TPK as a player on Bone Keep part 2).


Eric Saxon wrote:

Sniper in the Deep at tier 8-9. If your party is used to breezing through scenarios, this one will rock their world and might kill some beyond recovery if not a TPK.

** spoiler omitted **

Also:

Spoiler:
When I played it, our melee fighters got the shaft because their best/preferred/primary weapon didn't do piercing damage and we didn't have access to Freedom of Movement. Underwater combat strikes again!

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Pfft, when I played it I just buffed our wildshaped giant octopus druid. ;)


Criik wrote:
I ran Elven Entanglement 2 weeks ago. I am certain there would have been at least 1 fatality on the first combat if it hadn't been for the Samurai critting with his 4x naginata on the AoO.

We didn't have that luck. Trampling for 56 damage and then beating my character on initiative to attack again. A failed Acrobatics provoked and killed me.

But fortunately everyone else made it through the combat. However, since the party was down to three members (we started with four), they elected to bug out.

Liberty's Edge 4/5 RPG Superstar 2013 Top 16

Criik wrote:
Waking Rune

True statement. Hard Mode is almost a guaranteed TPK if the BBEG is played to fullest capability (as the tactics are written, in other words).

Even in Easy Mode players need to be told that this scenario should have a warning label.

4/5

Charlie Bell wrote:
Criik wrote:
Waking Rune

True statement. Hard Mode is almost a guaranteed TPK if the BBEG is played to fullest capability (as the tactics are written, in other words).

Even in Easy Mode players need to be told that this scenario should have a warning label.

Hard mode is winnable, but you need to come in with heavily anti-that-BBEG tactics. We were in serious danger of being screwed every round for the first 6 or so rounds, but we actually didn't wind up taking more than 9 points of damage (and a whole bunch of ability damage).

Waking Rune:
The wish-tingency took out our antimagic field, but we managed to surprise him and make him lose some of his best stuff to a successful counterspell with stacked caster level boosts, and we continued generally counterspelling one spell each round (usually whatever he cast second, unless the first spell seemed unbearably dangerous to us on a Spellcraft check).
Grand Lodge 1/5

hogarth wrote:
Eric Saxon wrote:

Sniper in the Deep at tier 8-9. If your party is used to breezing through scenarios, this one will rock their world and might kill some beyond recovery if not a TPK.

** spoiler omitted **

Also:

** spoiler omitted **

Spoiler:
The last fight is not underwater and if it was, your GM didn't prepare the scenario correctly.

Eric Saxon wrote:
** spoiler omitted **

Spoiler:
I was thinking specifically about the spectres (as you mentioned), and to a lesser extent the fight after that one.
Grand Lodge 1/5

hogarth wrote:
Eric Saxon wrote:
** spoiler omitted **
** spoiler omitted **

Spoiler:
Spectres are not under water either, they are in the top castle,where there is only water on the floor. Only the sharks are actually under water. I'd read that scenario over, your GM might have done a poor job of preparing it.
Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

Spoiler:
The spectres are in the cargo hold (area 10), which is completely submerged. The Thugs are on the forecastle. There is no "top castle"

EDIT: Also, if you run it as written, there's not as big of a chance of killing a character with the spectres as you think. They're supposed to attack random characters each round. Really bad luck might kill a character, but dice can be fickle.

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