Running 4-7 Severed Ties Queston


GM Discussion

Sovereign Court 1/5

Has anyone run Season 4 #7 Severing Ties?

Plot:
There is an encounter with 2 Basilisks, (Young Basilisks tire 1-2). The party first has to trip a trap that will drop an illusionary wall granting the Bassies a protected area to attack from. They are behind a secured gate at Disable Device DC of 15. I know this is not markedly high, but......

I am concerned these mobs will be too much for a group of low level characters. Has anyone run this that can give me some reassurance, or some suggestions on how to run this NOT to TPK the party?

Sovereign Court 4/5

I prefer to give you a link to the thread where Severing Ties is mainly discussed. It has 232 posts as of now so happy reading!

http://paizo.com/threads/rzs2p44g?407-Severing-Ties-SPOILERS

Paizo Employee 2/5 * Contributor

Erosthenes wrote:

Has anyone run Season 4 #7 Severing Ties?

** spoiler omitted **

I am concerned these mobs will be too much for a group of low level characters. Has anyone run this that can give me some reassurance, or some suggestions on how to run this NOT to TPK the party?

Some GM advice:
There are several ways that the PCs can attack the basilisks through the bars: most spells, piercing weapons, etc. can go through. If your PCs are the sorts to prefer melee with big swords and clubs, they're likely to be able to make the Strength check to knock down the bars instead; make it clear that pushing down the bars is an option, too, perhaps by describing the rusted-out sockets in which the old bars sit.

If the PCs retreat, the hungry basilisk(s) try to knock down the bars themselves to get at them, which will probably take several rounds, allowing the PCs to take potshots at the basilisk(s) while they try.

Remember that the save DC of the petrification effect of a young basilisk is 2 points lower, because of its ability score reductions, so that's more likely for low-level PCs to make.

Even if you end up with some petrified PCs, note that fresh basilisk blood can be used to restore them to life (even a young basilisk has enough blood to restore 1d3 Medium characters). Some GMs don't reveal this information to their players, or require a Knowledge check or similar, but I've always just told the players about this option right off the bat.

I hope this helps! Enjoy the adventure!

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

You'll have fun with this scenario; it's one of my favorites, despite its potential for death. That being said, I have ran it for two groups - one at level 1-2 and one at level 4-5. Neither party experienced any permanent deaths. Below are a few mitigating factors that I used.

Spoiler:

First, regarding the glyph - remember that detect and read magic can help the party identify that the hallway is trapped. Knowing this, a good party will only send one member ahead. After one of them is turned to stone, the party pretty much knows it's a gaze attack. I allowed a Knowledge(Arcana) check at DC 5 to identify after *that* happened, due to the obviousness of it.

Both of my parties have attempted to summon something inside the cage. One attempt was fairly successful, while the other was...less than successful.

One of my parties had a character equipped with smoked goggles, which makes this encounter much easier. All of my characters now carry smoked goggles.

Remember that a character can close their eyes and attack, or they can try to avert their eyes - this creates a miss chance.

Finally, remember that some spells, like flaming sphere or color spray, do not necessarily need the caster to be able to see what they're hitting. With the flaming sphere, the caster can just cast it and direct it inside the cage without looking. With the color spray, the caster can walk up to the cage with their eyes closed firmly and shoot the cone, which would hit pretty much everything inside.

The construct is also very tough, and comes down to tactics. If possible, try to avoid having an inexperienced party fight it in the halls, unless your party is filled with characters that have good ranged attacks. When I ran this the second time, there was nearly a death because only two characters could hit it at once. When I ran it the first time, the party lured the construct into the center of a circle they made, in which they could all hit him at once.

Sovereign Court 1/5

WOW Thanks Ron! Kewl! I guess I have to play them that way since the author hath instructed! LOL Dang it,I hadn't thought of the Bassies coming OUT to get the PC's! Drat drat drat - something more to think about! I guess that means they should be played Chaotic Neutral Hungry, and used with the thought "Lizard Brain".

I must admit I found the 232 post thread shortly after I sent this one. (Hangs head in abject apology) I have been reading it with great interest.

Lantern Lodge 1/5

Another tactic (that allowed 2 characters to finish the scenario after four others were turned to stone) was for a Druid to use empathy and make the basilisk his friend. Handle animal checks then sufficed to use the basilisk (with orders to 'guard' the Druid's animal companion) to clear the rest of the scenario.

In the end, the basilisk beat down the construct nearly single-handedly.

1/5 Contributor

Interesting, Genuine. When the basilisk met the construct when I ran it the construct took out the lizard in two or three rounds.

Lantern Lodge 1/5

Christopher Rowe wrote:
Interesting, Genuine. When the basilisk met the construct when I ran it the construct took out the lizard in two or three rounds.

Well, the animal companion did help as a flank-buddy. I do suspect that our GM may have been fudging a bit due to guilt over killing two thirds of the party...

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