4-13 Fortress of the Nail


GM Discussion

251 to 300 of 330 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
The Exchange 5/5 RPG Superstar 2010 Top 16

Just a note: I don't think of it as a mistake, and I like it.

If you're looking at the boon from an entirely money / gold / whatever perspective, it's not that whiz-bang for people going up with regular progression. (At slow progression, though, it's great!!)

But it's a gift from the Pparacountess. It's a way to define your character: how would a decadent noble from Cheliax -- with very high ranks in Perception and Sense Motive but a twisted perspective -- reward my PC for saving her soul from the torments of Hell? Does she see my character as corruptible, willing to respond to the right invitation? IS my character corruptible? To what sort of temptation?

So a Taldan who is proud of his accomplishments might receive a magic mirror. Someone searching for riches might get a magic map.

It's a chance to delineate an aspect of your PC that you might not have thought about before.

3/5 RPG Superstar 2013 Top 16

Chris Mortika wrote:

Just a note: I don't think of it as a mistake, and I like it.

If you're looking at the boon from an entirely money / gold / whatever perspective, it's not that whiz-bang for people going up with regular progression. (At slow progression, though, it's great!!)

But it's a gift from the Pparacountess. It's a way to define your character: how would a decadent noble from Cheliax -- with very high ranks in Perception and Sense Motive but a twisted perspective -- reward my PC for saving her soul from the torments of Hell? Does she see my character as corruptible, willing to respond to the right invitation? IS my character corruptible? To what sort of temptation?

So a Taldan who is proud of his accomplishments might receive a magic mirror. Someone searching for riches might get a magic map.

It's a chance to delineate an aspect of your PC that you might not have thought about before.

Boons and loot that enhance roleplaying are great. I just don't want it taken out of my budget. It could have done the same thing with a much cheaper item that didn't cut into my normal gold, such as 100 gp in fine jewelry for all those high-falutin' diplomatic missions, or bypassing fame restrictions to get one really expensive item, etc.

My cleric got the robe of infinite twine (it was either that or another 1st-level pearl of power); I think I'll have it screen printed to say "I rescued a Chelaxian paracountess from the bowels of hell, and all I got was this stupid T-shirt."

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

Chris Mortika wrote:
But it's a gift from the Pparacountess. It's a way to define your character: how would a decadent noble from Cheliax -- with very high ranks in Perception and Sense Motive but a twisted perspective -- reward my PC for saving her soul from the torments of Hell? Does she see my character as corruptible, willing to respond to the right invitation? IS my character corruptible? To what sort of temptation?

What I really wanted to do was to choose some Azure Lily pollen, but I wasn't sure if this would be legal for a PFS character. The rules say that in order to be able to buy poison it must be listed on a chronicle sheet, and I think it's pushing things to say this counts (or countesses?).

What do you think?


JohnF wrote:
Chris Mortika wrote:
But it's a gift from the Pparacountess. It's a way to define your character: how would a decadent noble from Cheliax -- with very high ranks in Perception and Sense Motive but a twisted perspective -- reward my PC for saving her soul from the torments of Hell? Does she see my character as corruptible, willing to respond to the right invitation? IS my character corruptible? To what sort of temptation?

What I really wanted to do was to choose some Azure Lily pollen, but I wasn't sure if this would be legal for a PFS character. The rules say that in order to be able to buy poison it must be listed on a chronicle sheet, and I think it's pushing things to say this counts (or countesses?).

What do you think?

I thought of buying a gun; but I don't have the Gunsmith feat, so I can't buy guns and the chronicle specifically says you have to be able to buy whatever you get from the boon.

Liberty's Edge 1/5

This scenario is a blast! Especially if you have played a few specific others that tie in to this one, or reference things that relate to this scenario. And the BBEG IS pretty terrifying. Even with an "optimized" group there is a potential for character deaths. I witnessed it. Two of my roommates were playing it at the high tier (one cleric, the other a barbarian), the rest of the group was fairly balanced in terms of what they were doing (except they had no arcane caster).

I played it as a Wizard with a paladin, a fighter, and a cleric joining me.. we made it, but just barely. Thank you buff spells!

Shadow Lodge 3/5

Should players be told about the planar effects of being in Hell immediately on their arrival, or should they find out about it when they try to use related abilities?

4/5

My Dragon Disciple (paladin/bard) was being knocked prone, spent a round drinking a potion of fly then finally managed to get a full attack and connected with three full smiting, power attacks to in one turn deal nearly 50% of the BBEG's hit points (at high tier) - power attack, bardic performance, arcane strike and Draconic Bite for the win...

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

Rycaut wrote:
My Dragon Disciple (paladin/bard) was being knocked prone, spent a round drinking a potion of fly then finally managed to get a full attack and connected with three full smiting, power attacks to in one turn deal nearly 50% of the BBEG's hit points (at high tier) - power attack, bardic performance, arcane strike and Draconic Bite for the win...

Indeed. Mind you, if I'd had time to run the optional encounter ...

4/5

yes - we may have had a problem with the optional encounter (especially since I was out of smites)

though I did have a bunch of lay on hands left and a few other tricks still available to me... I think we could have survived (though it would have been close) and it would have definitely taken a lot of time to play out.

I've noticed that season 4 has a bunch of scenarios with great optional encounters that would be a lot of fun if it is possible to run them - but which if you do make the whole scenario run really long

Dark Archive 3/5 ***

My character picked up a Blood Reservoir of Physical Prowess, perhaps so that every time he drains some of his essence, he thinks of her...

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Avatar-1 wrote:
Should players be told about the planar effects of being in Hell immediately on their arrival, or should they find out about it when they try to use related abilities?

Where does one find these planar effects? I don't even know what they are. :/

Grand Lodge 3/5

Jiggy wrote:
Avatar-1 wrote:
Should players be told about the planar effects of being in Hell immediately on their arrival, or should they find out about it when they try to use related abilities?
Where does one find these planar effects? I don't even know what they are. :/

They are listed in the scenario, but I think they are also in the GM Guide (going off memory on that so don't hold me to it)

Shadow Lodge 3/5

Jiggy - as in you don't know what the planar traits are because you've played the scenario but the GM never told you about them? Maybe because you never used any abilities that would be affected?

Does anyone else have an opinion on this one? I really need to know within the next couple of days otherwise I'm inclined to err in favour of letting the players know as soon as they step through the portal, rather than not giving them information they're supposed to know.

Shadow Lodge 3/5

Another scenario has precendent:
Portal of the Sacred Rune

where a similar sort of effect comes into play when you enter the room and spells are adjusted, and I had the same question then. When I played that scenario, I wasn't told about the effect, but when I read the scenario to GM it, I felt a bit robbed that I never knew about it, and I told the players even though they hadn't used a spell; I believe I got them to make a spellcraft check or something.

I'm still keen on whether there's any proper ruling though (though opinions work for me here too).

Shadow Lodge 4/5

I personally would just say that the affected characters do feel very strange, and not at all at home. Unless a character either has some ability going on at the time, or OOC is built strongly around what might be affected, I'd leave it at that and encourage them to ask in character or give Know Planes checks.

Dark Archive 4/5

1 person marked this as a favorite.

It is a DC 15-20 knowledge planes check, they would get the check automatically on entry or they could deliberately make the check to identify the planar traits of XXX plane prior to entering

From Knowledge skills page in CRB (part of the DC table)

"Recognize current plane Planes 15"

From Gamemastery Guide or (http://paizo.com/pathfinderRPG/prd/mastery/planarAdventures.html)

"Hell (Lawful Evil)

The nine layers of Hell form a structured labyrinth of calculated evil where torment goes hand in hand with purification. A plane of iron cities, burning wastelands, frozen glaciers, and endless volcanic peaks, Hell is divided into nine nesting layers, each under the malevolent rule of an archdevil. Torture, anguish, and agony are inevitable in Hell, but they are methodical, not spiteful or capricious, and serve a deliberate master plan under the watchful eyes of the disciplined ranks of Hells' lesser devils. The nine layers of Hell, from first to last, are Avernus, Dis, Erebus, Phlegethon, Stygia, Malebolge, Cocytus, Caina, and Nessus.

Hell has the following traits:

Divinely Morphic: Deities with domains in Hell can alter the plane at will.
Strongly Law-Aligned and Strongly Evil-Aligned
Enhanced Magic: Spells and spell-like abilities with the lawful or evil descriptor are enhanced.
Impeded Magic: Spells and spell-like abilities with the chaotic or good descriptor are impeded.

Alignment Traits

Some planes have a predisposition to a certain alignment. Most of the inhabitants of these planes also have the plane's particular alignment, even powerful creatures such as deities. The alignment trait of a plane affects social interactions there. Characters who follow other alignments than most of the inhabitants do may have a tougher time dealing with the plane's natives and situations.

Alignment traits have multiple components. First are the moral (good or evil) and ethical (lawful or chaotic) components; a plane can have a moral component, an ethical component, or one of each. Second, the specific alignment trait indicates whether each moral or ethical component is mildly or strongly evident. Many planes have no alignment traits; these traits are noted in a plane's description only when they are present.

Good-Aligned/Evil-Aligned: These planes have chosen a side in the battle of good versus evil. No plane can be both good-aligned and evil-aligned.

Law-Aligned/Chaos-Aligned: Law versus chaos is the key struggle for these planes and their residents. No plane can be both law-aligned and chaos-aligned.

Neutral-Aligned: These planes stand outside the conflicts between good and evil and law and chaos.

Mildly Aligned: Creatures who have an alignment opposite that of a mildly aligned plane take a –2 circumstance penalty on all Charisma-based checks. A mildly neutral-aligned plane does not apply a circumstance penalty to anyone.

Strongly Aligned: On planes that are strongly aligned, a –2 circumstance penalty applies on all Intelligence-, Wisdom-, and Charisma-based checks made by all creatures not of the plane's alignment. The penalties for the moral and ethical components of the alignment trait stack.

A strongly neutral-aligned plane stands in opposition to all other moral and ethical principles: good, evil, law, and chaos. Such a plane may be more concerned with the balance of the alignments than with accommodating and accepting alternate points of view. In the same fashion as for other strongly aligned planes, strongly neutral-aligned planes apply a –2 circumstance penalty on Intelligence-, Wisdom-, or Charisma-based checks made by any creature that isn't neutral. The penalty is applied twice (once for law/chaos, and once for good/evil), so neutral good, neutral evil, lawful neutral, and chaotic neutral creatures take a –2 penalty and lawful good, chaotic good, chaotic evil, and lawful evil creatures take a –4 penalty."

5/5

I flat out told my tables what the penalty was, so that the players could take the appropriate penalties. It really only amounted to much on the SR to cast good spells the few tables I had. It might not have been the best way to do it, but that way I wasn't having to remember each and every player's alignment and changing up results on the go.

Shadow Lodge 3/5

Okay, another question, this time with the lore side of things in the scenario, now with Caderyn's very informative post about the plane.


  • The warden apparently brings back hounds from Caina (the 8th layer).
  • The Kennels are in Avernus (the 1st layer).
  • The hound you fight is a Nessian Hellhound (from the 9th layer).

Is there logic to dealing with 3 separate layers in this area that takes place in Avernus or did development miss it?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Avatar-1 wrote:
Jiggy - as in you don't know what the planar traits are because you've played the scenario but the GM never told you about them? Maybe because you never used any abilities that would be affected?

Honestly, I don't remember for sure. I may or may not have been told, and I could pretty easily believe I didn't cast any affected spells.

Liberty's Edge 2/5 *

Quick Question (Because I dont believe Ive read this in the main Pathfinder book). If a PC leaves the prime material plane: do their extradimensional space items cease functioning? I ran a longtime Ravenloft game where this was the case (but I honestly cant remember if it was a 3e rule or a ravenloft one).

When the pcs go to 'hell' do their bags of holdings, quivers etc cease to function or is this a rule that never made it to Pathfinder ruleset?

5/5 5/5 ***

Pathfinder Adventure Path Subscriber
Avatar-1 wrote:

Jiggy - as in you don't know what the planar traits are because you've played the scenario but the GM never told you about them? Maybe because you never used any abilities that would be affected?

Does anyone else have an opinion on this one? I really need to know within the next couple of days otherwise I'm inclined to err in favour of letting the players know as soon as they step through the portal, rather than not giving them information they're supposed to know.

Actually, I'm pretty sure I just forgot about the enhanced/impeded magic in the heat of the convention slot. I'm pretty sure I mentioned the alignment traits. Flip side, I can't think of any Good- or Lawful-aligned spells at 1st - 3rd cleric that would have come out in that combat.

Dark Archive 4/5

Extra dimensional items are fine even if you leave the material plane, as long as you arent in a different extra dimensional space (such as a maze spell, pit spell, rope trick etc). The other planes do not count as extra dimensional spaces. There are a few modules and scenarios that take place in demi planes that render bags of holding useless (which does not tend to effect many pathfinders as they are generally too cheap to buy extra dimensional spaces)

Demiplanes are the only plane type that is considered an extradimensional space

"Demiplanes: This catch-all category covers all extradimensional spaces that function like planes but have measurable size and limited access. Other kinds of planes are theoretically infinite in size, but a demiplane might be only a few hundred feet across."

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Ryan Blomquist wrote:
Actually, I'm pretty sure I just forgot about the enhanced/impeded magic in the heat of the convention slot. I'm pretty sure I mentioned the alignment traits. Flip side, I can't think of any Good- or Lawful-aligned spells at 1st - 3rd cleric that would have come out in that combat.

Thinking about it more, I think I did cast bless weapon (domain spell) on the way out, but I cast it on my own sword and then the halfling barbarian splattered the exit guard (Ledford would be proud), so no change in the outcome of the encounter. ;)

Grand Lodge 4/5

Pathfinder LO Special Edition, PF Special Edition Subscriber

When I run this, I allow a Knowledge (Planes) check to know where they are; if it is high enough I also tell them about the planar alignment traits and how their character is affected. Other than that, I tell players that are Lawful but not evil that they find the essence of this place distracting like their mind is being clouded. I tell non-Lawful characters that their minds are so clouded and distracted that they can barely focus their thoughts.

I usually get the alignments ahead of time so I know what conditions to put on them. This is also useful for knowing who's going to be the lucky recipient of Smite Chaos.


As much as I'd love to sift through everyone's posts this evening, I have an early day at work tomorrow, and I have a map question.

I downloaded Fortress of the Nail today, and immediately got stuck on the description of A1.

After the flavor text, it goes on to say that new people arriving are led to the north door, while those exiting are coming from the south door. Easy enough, except in the map given on page 6, there's a wall (or what appears to me as one) blocking both the northern tower door and the northern door itself. So if I'm in character and reach the large gate and am looking east, all I'm going to see is the door immediately to my right, leading to the southern tower, and the door right next to the tower on the east wall. The description continues, citing that each of these 'small' chambers have second doors to them leading to a larger room. I don't see any small chamber or a second room with a second door here.

Am I missing something in the description here? Physically there are only 2 doors leading out of the room that has the main gain: one to the southern tower, and one to the southern large room. Is the 'wall' in that gate room just there to highlight the roof from the overview map right next to it? If so, where are these 'small' rooms with a second door? And if people are entering through the north door, why aren't there any exits aside from heading up the north tower and then back around to A2?

I just want to run this as a little side adventure for my Curse of the Crimson Throne/Council of Thieves game, and that map peeves me off, lol. Any and all help is greatly appreciated.

Grand Lodge 4/5

Pathfinder LO Special Edition, PF Special Edition Subscriber

Wasaiii, I think the map they give you is GREAT, but it doesn't match up with the boxed text (as you pointed out). When I ran this I used the boxed text and other descriptions as guidelines and used what was drawn on the map. I also printed out a large color copy of the map for the players to look at while they moved around the fortress.

Another method that I've heard is to use the boxed text as-is and just describe where they're going without worrying about the map at all. This can be really effective when they move across some of the 10' wide spans that are 30-50' across to the next building; you can describe the wind whipping their hair and garments, maybe knocking a small sized creature to the side a bit. If you find that you need one for combat, then just bust it out and make small edits for the inconsistencies (or ignore them).

The more important part is the mechanics related issues; when they go to Hell, there is some question of how/when the players get damaged by the lava pools. I usually damage them for entering or starting their turn on a square in question (unless they can find another way over/around the squares).

I would also give the Hellknight fight every tactical advantage you can (because otherwise he's a pushover).


Well that's a relief as I started to think I was going crazy over how the map was set up vs. how it was described. I think I'll just add a few details to how the keep should look just for the off-chance my party decides to be a little more daring.

I'll take a look through the boards on my days off and see what advice I can take from others' experience to better understand and implement into my game. Thanks!

Liberty's Edge 2/5 *

In describing the Fortress of the Nail did anyone go with a Germanic Gestapo/SS type theme? I had lots of people saluting each other and lots of regalia on show.


Is it still an alignment infraction for sczarni pcs to kill the guy?

Sovereign Court 3/5

The scenario says it's an evil action, so yes. It's an exception to the rule from the 4.0 guide (not even sure off the top of my head if it's in the 5.0 guide.)


El Baron de los Banditos wrote:
The scenario says it's an evil action, so yes. It's an exception to the rule from the 4.0 guide (not even sure off the top of my head if it's in the 5.0 guide.)

Yeah, that sucks, good thing they are removing faction missions for old scenarios so you don't have to deal with that

3/5

Hey, I am going to run this Friday night.
Really looking forward to it.
Doing some playtests right now, to make sure Maralictor Ganden Heriphis stands a chance against my group.
You see, none of them are chaotic, but most of them are humans, which is great because they are his favored enemy (+4/+4).. but no smite chaos.

The thing is, it says that Ganden Heriphis initiates combat like so:

"At the first mention of the lictor’s instructions to free Dralneen or the signed affidavit, Heriphis attacks"

And in his tactics:

"Heriphis initiates combat by using his smite chaos ability on the nearest PC he knows to be chaotic. If possible, he charges, using his onslaught discipline"

So, he will not smite any chaotic player, but will instead choose the humans.. likely the one he thinks he has a shot at defeating quickly (likely Kyra which should be close to him as she is also the diplomat of the group).

I would give him a surprise round, for this onslaught charge against Kyra and then start the round.

The cerberi would likely not act on this surprise round, but I am not sure if that is the right call. They could be trained or thought to attack as soon as the master charges.. can they?

3/5

Also, I read earlier that some allowed a sense motive to act on the surprise round.

I would go with a dc20 "hunch", because Ganden is not trying to bluff at all.. They would just see his facial expression shift when he hears about Zarta, and they would get a chance to act in the surprise round as a result.

3/5

Also, because I will get them by surprise to some extent, they won't have their weapons drawn, and Ganden should not get full attacked on the first round of combat.. which should give me some breathing room.

But seeing the Cerberi on his side.. maybe the players will be on their toes... If they tell me they watch out for danger or something of the sort, I guess I will allow them some sort of perception check instead of a sense motive, to watch out for Ganden drawing his sword (this will be a quick.. he has Quick Draw).

You see, I won't bring out the map, until combat start.. otherwise it will be too obvious that this is a fight. But considering they spoke with Acillmar, Vox and Diviri by then, without conflict, I may be able to catch them off-guard, as if this is just another conversation... but the cerberi.. are not that subtle.

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

Martin,

I'd allow the sense motive, just 'take 10' on his bluff as the DC.

I don't know if you've seen the show 'Justified' but part of the schtick was that he's so fast he draws and fires and kills after the bad guy has gotten his gun out of his holster. Thus the shootings are in self defense, "Justified."

In this sense, (ha!) think of the sense motive check as recognizing he's going to 'go for his gun' before he does. In real life Ganden would likely go "Crap, can I get out of- Nope, got to kill them," in his head. So the sense motive is recognzing that all to brief conflict in him and then the fit hitting the shan.

Just my two c-bills.

3/5

Well, dc would be only 11 this way, as opposed to a hunch dc20.
And since, he is really not bluffing.
But we could argue that the bluff skill is his ability to keep a poker face before drawing.
And since he is not good at it.. most characters would get a chance to act.
This makes the fight a lot easier though.. without him acting first.
And for a split second sense motive, I think dc11 is giving it away.

It is not like he is trying to compose an elaborate lie in front of you.. where you have the time to realize this is all BS (bluff +1).. he just thinks for a sec, and draws quickly and charges.

3/5

so, with a dc11 on sense motive, most level 1 characters would have a chance out of two or so, to act on the surprise round.

Although I really sincerely appreciate the help on this, I believe I may stick with a dc20 hunch.

3/5

Or, maybe a more mechanically appropriate way would be to say that this is a bluff check, and he is very poor at it, but considering that you have a split-second chance to see it, then you can roll your sense motive with a circumstance modifier of .. -8 (GM call) against the dc 11.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Wow Martin, you seem really invested in making this as difficult as possible. Personally, I think any time a GM finds him/herself contemplating the application of a circumstance modifier anywhere near +/–8, they really need to step back a minute and check themselves.

3/5

I understand why you can think that Jiggy.
But no, I do not want to make it as difficult as possible.
I want to avoid the players to steamroll through this encounter which I believer can bring fun and excitement to the group, if given the chance.

Especially considering, that the tactics really make it look like Ganden has the surprise round.. the sense motive before is not written. Putting that in the encounter gives the group a chance.

Of course, through the playtest I am doing right now, the circumstance modifiers to the sense motive, will be vetted.. and I may bring it down a notch.

3/5

Oh, rereading this:

"When the PCs present the signed Affidavit of Prisoner Release to Heriphis, an ominous look creeps across his face. He inspects the affidavit carefully and mutters to himself, “I should have known this would get messy.” He immediately sets his hounds upon the PCs with no
further explanation.

So he does speak a bit, the sense motive would not be just to notice his facial expression, but also assessing his statement and the immediate threat it implies, just as he commands the cerberi to attack in the infernal tongue.

So .. -8 circumstance modifier to sense his motive against on his poker face when he says “I should have known this would get messy.” (bluff take 10 for 11), is certainly too high.. .this is no longer just a look on his face.

FYI, This text also answer my previous question on whether or not the cerberi would participate in the surprise round.

Any character that speaks infernal, would understand Ganden, asking the cerberi to attack, without rolling, and act in the surprise round.

The Exchange 5/5

realizing that in order to go in a surprize round someone would need to beat this guy with two rolls...

first, spot the guy is going for his gun.

second, roll better than him in Init.

So, if you are good at reading people (body language, intent, whatever Sense Motive is) AND you are really fast, you get an action... so you can maybe draw a weapon. wow. OH! and you wouldn't be flat footed.

5/5

nosig wrote:

realizing that in order to go in a surprize round someone would need to beat this guy with two rolls...

first, spot the guy is going for his gun.

second, roll better than him in Init.

So, if you are good at reading people (body language, intent, whatever Sense Motive is) AND you are really fast, you get an action... so you can maybe draw a weapon. wow. OH! and you wouldn't be flat footed.

And...this guy doesn't have a weapon out either, nor Quick Draw, so really his surprise round is going to be drawing his own weapons in all likelihood...

The Exchange 5/5

Sniggevert wrote:
nosig wrote:

realizing that in order to go in a surprize round someone would need to beat this guy with two rolls...

first, spot the guy is going for his gun.

second, roll better than him in Init.

So, if you are good at reading people (body language, intent, whatever Sense Motive is) AND you are really fast, you get an action... so you can maybe draw a weapon. wow. OH! and you wouldn't be flat footed.

And...this guy doesn't have a weapon out either, nor Quick Draw, so really his surprise round is going to be drawing his own weapons in all likelihood...

From Martins statement above "...I would give him a surprise round, for this onslaught charge against Kyra and then start the round...." it sounded like he would give the Heriphis a free attack, and was looking for justification "... to make sure Maralictor Ganden Heriphis stands a chance ...".

5/5

nosig wrote:
Sniggevert wrote:
nosig wrote:

realizing that in order to go in a surprize round someone would need to beat this guy with two rolls...

first, spot the guy is going for his gun.

second, roll better than him in Init.

So, if you are good at reading people (body language, intent, whatever Sense Motive is) AND you are really fast, you get an action... so you can maybe draw a weapon. wow. OH! and you wouldn't be flat footed.

And...this guy doesn't have a weapon out either, nor Quick Draw, so really his surprise round is going to be drawing his own weapons in all likelihood...

From Martins statement above "...I would give him a surprise round, for this onslaught charge against Kyra and then start the round...." it sounded like he would give the Heriphis a free attack, and was looking for justification "... to make sure Maralictor Ganden Heriphis stands a chance ...".

Yeah, it might not have come across, but I was more or less on your side that making the surprise round a done deal isn't necessary. The surprise round s going to wind up being a move to draw or call the dogs really, so having one or not should not make or break the fight.

4/5

It is worth noting that the Maralictor has Quick Draw so he can indeed attack in a surprise round since drawing a weapon for him is a free action not a move action.

Also remember that his double slice feat means that when he does his onslaught he adds his STR bonus to both weapons fully.

And finally don't forget that his Favored Enemy bonus adds to his to hit and weapon damage against humans (or less vs chaotic outsiders - if the party happens to have chaotic Aasimar, tiefling or other PFS legal outsiders) but also that it adds to his Bluff, perception, sense motive and less usefully knowledge and survival checks vs humans etc)

(Aasimar who took Scion of Humanity would count as human so check with players)

Also easily missed is that the Cerberi have Combat Reflexes and the Stand Still feat - so both they can take AoO even if flat-footed and they can make a CMB check as an AoO provoked by movement and if successful the target can not move that turn. (Can still take other actions just not movement)

(I'm running this tomorrow - in the midst of prepping now)

3/5

@Nosig, you seem to misunderstand my intent.
I do not want to give out anything (like "free" attacks)
My reading of the scenario is that this situation seems to call for a surprise round.

Is your reading different?
If so, I would like to understand your point of view.

My reasoning is that, the PC's have interviewed at least 3 other Hellknights, by then, with no conflict, and besides the fact that this places looks creepier than the other rooms of the castle, there is no immediate threat. The cerberi look threatening, yes, but they are hell knights after all, so 3 headed dogs from hell are not totally out of the question in this prison.

Typical diplomatic relation, would also let me believe that having weapons in hands, at that time, would not be appropriate when presenting an official document to the jail keeper.

The guy mumbles to himself a phrase, and attacks, with no warning.

I also think the PCs should have a chance to act in that round, and I established that if they hear the guy speak in Infernal to his dogs.. they act, or if they sense motive, they would also act.

This is my reading, and based on that understanding, I think this is a surprise round, and I want to make the fight as tough as it should be. No more, no less.

5/5

Rycaut wrote:

It is worth noting that the Maralictor has Quick Draw so he can indeed attack in a surprise round since drawing a weapon for him is a free action not a move action.

Also remember that his double slice feat means that when he does his onslaught he adds his STR bonus to both weapons fully.

You're right, he does have quick draw. I was going from memory. I guess the handle animal check to call them out to fight was the move action, and free to draw weapons.

BTW, while he does have double slice, it or quick draw, as a bonus feat from being a ranger, he is in heavy armor so can not use which ever one you designate as the combat style feat. He should only get the normal half damage on his off hand or have to draw as a move action.

3/5

Good point on the heavy armor / ranger style feat limitation Sniggevert.

Although, handle animal is not required, as the hell hound or the cerberi understands the infernal tongue and Ganden speaks it.
So, ordering the hounds to attack is free.

4/5

technically he probably should lose one of his feats - either QuickDraw, Two-weapon fighting or Double Slice - but the implication is that he retains the use of them all. Personally in a home game I think I would let a Hellknight Ranger retain the use of his combat feats when in Hellknight armor - the implication (but not the RAW) is that Hellknights get to be far more nimble and mobile (RAW - move at "full speed") when in their armor. But since the prestige class requires Heavy Armor Proficiency it is certainly not medium or light armor.

Further - the Cerberi aren't actually animals they are outsiders with an INT of 6 - I'd say he can just order them to attack and they do so, no handle animals necessary.

In general however it should be noted that the first combat of this scenario is really not the big nasty one - it is mostly to potentially split the party (via unfortunates who get bite by the Cerberi). That bit however while nifty is my least favorite aspect of this scenario as a player or GM - the RP before is a ton of fun, the combat after is nasty with a party at full strength - but it is a TPK waiting to happen with a split party.

I think it is the big nasty hound at the end of this scenario which is the big technical issue with the scenario - it is really really nasty and as a CR 12 (fairly justifiably so) I think is really pushing the limits of what a party of 8-9 level characters are expecting to encounter.

When power attacking it has 5 attacks at +20, with a 15' reach (via Lunge) each doing 1d6 or 1d8 + 20. The tactics as written say it will seek to attack the most creatures it can so as a GM you are justified in splitting these attacks up amongst as many PCs as it can reach (not unlikely this will initially at least be nearly every PC. Coupled with a rechargeable dual breath weapon and you have a really nasty monster.

Then factor in that it is AMORPHOUS (so no sneak attacks or other precision damage and no crits), has DR, lots of resistances, a few immunities, and more than decent SR and you have a really really nasty fight on your hands.

251 to 300 of 330 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Organized Play / GM Discussion / 4-13 Fortress of the Nail All Messageboards

Want to post a reply? Sign in.