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Says the negative energy channeling cleric without selective channel.
I have one of those. Mine doesn't actually channel - dumped charisma, actually. I just took the negative energy option for spontaneous inflict spells. He's a melee touch specialist. Besides, it goes with his personality as a selfish pirate who joined the Pathfinders because he mistakenly thought that raiding tombs for booty would be easier than raiding ships. The idea of curing people other than himself would never occur to him unless someone asked.

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To be clear, I am pretty certain I heard that box text. He informed us about the perils, harder difficulty, and possible rewards, but I do not recall recommendations to find other games. Of course, I may have just forgotten that part.
So, I knew that it was going to be hard going in. I just thought it was four player hard, not six player hard with only four characters. The GM noted that he wanted to warn us away given our party composition and size, but only said this following the aftermath of the scenario. I wanted to hear that before going in.
To be clear, and maybe it is selfish, I wanted more than that box text. I wanted more context that GM, the event organizer, or other GMs that walked by could have provided. That the scenario wasn't designed for four players.
Hey Blazej,
I'm guessing you were the cleric at that table, I was your GM.
I would like to point out first I did delay the table, mentioning several times that a party of four was going to be very difficult, going so far as to ask organizers if we had any additional members available. Unfortunately, there were simply just you four.
I know for certain I read the riot act at the beginning of the module. Seeing your party size, I slowed down, emphasized and paused at each sentence break in an attempt to impress upon you all the severity of the module, I obviously failed and apologize for that. I did make sure to mention at the beginning that some early numbers *I've* seen seem to reflect 2 deaths per table on average, though I must admit that is hearsay from the boards.
I'm sorry you had a bad experience, I really did expect you as a group to chose to leave after the first room and difficulty you had in there. If you have any further feedback for me, please feel free to message me, I will be running this again and do not want to have any player feel that they went in without being aware of how devastating this scenario can be.
All that said, your group was a great group of people, had solid teamwork and well thought out builds. You had some bad rolls and a less than optimal group, both in size and composition. All this lead to the experience you had. I honestly and sincerely hope to see you at future PFS events and get a chance to either run with you or play with you again.
The riot act Verbatim:
Welcome to the Ruins of Bonekeep. This is the first of a series
of special events designed to test your character to its limits and beyond. The threat of character death is very real in this
event, but the potential rewards are greater as a result. You
will be able to, as a table, decide to leave the event at any time
should it become too deadly for you, except when engaged
in combat. If this is not the type of event for you, now is the
time to back out.

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We had one pre-gen with us at WF, and the guy was dead weight, and was essentially worthless except for the two hastes he cast, two hastes.. It still pisses me off that had we had a genuine sixth we would have finished all of bonekeep lvl 1.
OK, I'm curious. Was it the player or the pregen? I may end up playing this and it would most likely be with a pregen as I don't have any suitable PCs at this tier. No I consider myself a good, smart player and I'd use a pregen from the NPC Codex. Your thoughts?

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I keep reading posts warning how deadly Bonekeep is. Brock keeps posting about more and more PCs claimed by Bonekeep. So it's deadly. But is it fun to play? Not just challenging (I've read that it is and well written for combat), but has something other that one fight after another. Oh, and are the rewards worth it? I'll have two slots and GenCon. Is this worth one of them?
This inquiring mind wants to know.
I played Part 1 at Gengis Con in Denver this year and it was By Far the funnest (sp) scenario I've every run. I was playing a Merciful Healer cleric with a BoL scroll up my sleeve. Didn't have to use it but it came very close on several occasions.
Btw My table was the first table at the Con to complete it 100%. Healer is needed.

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Hobbun wrote:I hope it's more along the lines of if you are well prepared, play smart and a decent build of a character you should be able to make it out alive.It is.
I have run this scenario six times, and while it is dangerous, it rewards smart play over optimized characters is my experience. I have killed optimized characters aplenty, and each of them were somewhat surprised. Meanwhile, a couple very smart groups (and excellent role players, by the way) made it through the entire dungeon.
Have a plan. Be prepared. And remember that this is a group game; your teammates and their abilities WILL matter.
/waves
Hi Drogon, Thanks for running it for my table. was a blast!Still laugh at your reaction when i got a -1 initiative the first time

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Sin of Asmodeus wrote:We had one pre-gen with us at WF, and the guy was dead weight, and was essentially worthless except for the two hastes he cast, two hastes.. It still pisses me off that had we had a genuine sixth we would have finished all of bonekeep lvl 1.OK, I'm curious. Was it the player or the pregen? I may end up playing this and it would most likely be with a pregen as I don't have any suitable PCs at this tier. No I consider myself a good, smart player and I'd use a pregen from the NPC Codex. Your thoughts?
This guy wouldnt even use the wand of magic missles he had when he was out of spells, he would rather pass on his turn than do anything.
He was a waste of space, and genuinely was the reason why we didnt go further in the mod.Again, his only useful qualities was that he was there to cast haste twice. His idea being that pfs was like lfr, and we could just make new x level characters.
My anger, it almost knew no limits.
(P.S. My Negative channeling cleric is awesome, if people dont want to die from negative energy, than they should have better will saves)

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Played this at PaizoCon this weekend. Played at tier 6-7 with a group of five with good mix (archer, fighter, sorcerer, cleric, rogue). Our rogue was very new and didn't know her character super well, but generally everyone used useful tactics. We made it through 5 rooms completely and most of the way through the 6th before running out of time.
Our party was unknowingly well suited to complete a number of the encounters and they were still quite tough. We had some outstanding rolls that saved our butts. We were lacking in that most of the characters had a limited inventory which really prevented us from going further.
Each room was very well thought out and challenging in different ways. That being said the uber BBEG seems like you have to have a very specific character to have a hope of finishing...
Our wizard was the only one who died, but it easily could have been much worse.
Wanna live?
Play with 6, buy as much inventory useful items as possible, pay attention, and roll well. Even then don't play this if you aren't prepared to die!

Hobbun |

I’m going to be playing this at GenCon with a friend of mine and trying to get my character prepared for it now. One of the things being in building up enough PP to raise my character if needed. We’re both signed up for parts 1 & 2. We will both be 6th level. I am a Ranger and my friend is a Rogue.
You mention it is good to have a selection of useful inventory items as possible. Is it too much to ask (frowned down upon) on some recommended useful items in particular?
If that is too much to ask, then I understand.

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3 people marked this as a favorite. |

Hobbun, I haven't played through Bonekeep at all. I speak from complete ignorance of it, and so I feel free to speak freely.
1) You want to be able to heal from any injury or debilitating condition, even death, in the middle of a fight. The one everybody forgets is blindness.
2) You want to be able to fight just fine in total darkness. Supernatural darkness: even better.
3) You want to be able to hit anything. Ghosts. Golems. Swarms. Flying swarms of ghostly golems. Assume opponents have spell resistance, various energy immunities, and DR.
4) You want to be able to see through all illusions, detect all traps, disarm all traps. Seeing through walls is a plus.
5) Look through the list of spells one level more powerful than the top spells your character can cast. Buy six or seven of those as scrolls.
And now, the big piece of advice: don't go in with a bunch of unknown colleagues. I would much prefer going in with 4th-level pre-gens, played by a group of friends who know how the characters work and how the whole party works, than cross the threshold with a group of twinked-out uber-builds who don't know one another, don't try to support one another, and all have his or her plan about how to handle one or another particular threat, all getting in one another's way.
Playing with a friend ahead of time is smart. Playing through a couple of Jason Buhlman's dungeons ahead of time (Rebel's Ransom, level 2 of Thornkeep) might be smart, too, particularly if you deliberately play with characters at or below the bottom of the recommended tier.

Hobbun |

Thank you so much on the advice, Chris!
How are the sub-tiers of Bonekeep separated, btw? I have a sneaky suspicion one of them is going to be 6-7, which would be unfortunate for my friend and I.
I will try to play some of Jason Buhlman’s dungeons ahead of time, but that will be completely dependent on what our local store runs.
lol I was hoping for more condensed list of what to be prepared for, but apparently you need to be prepared for all. I will do my best to prevent ailments/heal myself as well as possible, but I’m pretty much going to be limited to alchemical remedies, spells a Ranger can cast or spells 3rd level and below (potion). I could buy higher spells on scrolls, but there are no guarantees I will have the needed class to cast the spell.
I don’t believe there is anything that can cause blindness without forcing a save, correct? I believe all saving throws for blindness will be fortitude based, so I should be ok on that. And if I fail for some reason, will Restoration (or preferably something less) cure the blinded condition?
Seeing through walls will be out of my control (what spell does that, btw?).
Hitting swarms could be a problem for me, or would Alchemist’s fires work well for that? Darkvision will be fine for normal and supernatural (Darkness), but could be a problem for Deeper Darkness.
Getting through DR I can take care of as I have weapons that can bypass all but adamantine right now, and hopefully that will be resolved by my Bonekeep session. It is resolved right now, at least with my arrows, with the weapon blanch.
As for going in with a good group, I’m going to do my best to muster a group for my session. I’ve already talked to good players at my local store (who are going to GenCon and playing Bonekeep), and I am sure there will be mustering going on at the convention as well before the session. Where it is preferable to go in with a full and balanced party I know at the gates, I just don’t have that many friends who play society or going to GenCon.

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How are the sub-tiers of Bonekeep separated, btw?
Same as all 3-7: 3-4 and 6-7
lol I was hoping for more condensed list of what to be prepared for, but apparently you need to be prepared for all....I could buy higher spells on scrolls, but there are no guarantees I will have the needed class to cast the spell.
Chris's list was excellent. There are many items that people forget and are almost necessary. Potion of remove blindness (how are you reading a scroll blind?), potion of lesser restoration (1 round to work instead of 3), potions of invigorate (remove fatigue), and many others are great low level choices. As for scrolls, you can always see who sits at the table with you and then purchase any scrolls you want.
I don’t believe there is anything that can cause blindness without forcing a save, correct? I believe all saving throws for blindness will be fortitude based, so I should be ok on that.
Never say never. And there are always "1" on the die. Potions of remove blindness is what you want.
Seeing through walls will be out of my control (what spell does that, btw?).
They are gloves from Ultimate Equipment. Gloves of Reconnaissance.
Hitting swarms could be a problem for me, or would Alchemist’s fires work well for that? Darkvision will be fine for normal and supernatural (Darkness), but could be a problem for Deeper Darkness.
Alchemists can use their bombs, other classes should carry some kind of way to deal with swarms. Splash weapons, scrolls of burning hands all work. If you got the money, neck item: Swarmbane Clasp.

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Hobbun, I haven't played through Bonekeep at all. I speak from complete ignorance of it, and so I feel free to speak freely.
...snipping lots of good advice ...
4) You want to be able to see through all illusions, detect all traps, disarm all traps. Seeing through walls is a plus.
...snipping more good stuff....
an observation from the peanut gallery
My (300 post) thread on Perception was partly sparked as a result of playing Bonekeep (and also ThornKeep)... The reactions it got from some (multi-star) judges on the boards convensed me to put the "Scout" PC I had built up in these games asside, likely not to play her anymore. Some judges find the character that seems able to "detect all traps, disarm all traps" to be offensive, and badwrongfun.
hogarth |

Alchemists can use their bombs, other classes should carry some kind of way to deal with swarms. Splash weapons, scrolls of burning hands all work.
Splash weapons and (CL 1) scrolls of burning hands would work very poorly against the type of swarms you'd encounter at tier 6-7 (say). I mean, they're better than nothing, but just barely.

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CRobledo wrote:Splash weapons and (CL 1) scrolls of burning hands would work very poorly against the type of swarms you'd encounter at tier 6-7 (say). I mean, they're better than nothing, but just barely.
Alchemists can use their bombs, other classes should carry some kind of way to deal with swarms. Splash weapons, scrolls of burning hands all work.
it makes a Necklace of Fireballs (type I or type II) very tempting!

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Hobbun wrote:I hope it's more along the lines of if you are well prepared, play smart and a decent build of a character you should be able to make it out alive.It is.
I have run this scenario six times, and while it is dangerous, it rewards smart play over optimized characters is my experience. I have killed optimized characters aplenty, and each of them were somewhat surprised. Meanwhile, a couple very smart groups (and excellent role players, by the way) made it through the entire dungeon.
Have a plan. Be prepared. And remember that this is a group game; your teammates and their abilities WILL matter.
A smart group that is not optimized will definitely be able to survive Bonekeep's challenges (and have a great time doing it!), but it is my opinion after playing it that if you don't have at least one or two characters optimized for swift and abrupt offense, you are very unlikely to do it all before time runs out, particularly if you enjoy the RP banter between characters, rather than single-mindedly pushing forward.

Hobbun |

Same as all 3-7: 3-4 and 6-7
To be honest, I had forgotten that Bonekeep was even 3-7, so I was not able to make the determination of the sub-tiers being 3-4 and 6-7. But thank you.
Chris's list was excellent. There are many items that people forget and are almost necessary. Potion of remove blindness (how are you reading a scroll blind?), potion of lesser restoration (1 round to work instead of 3), potions of invigorate (remove fatigue), and many others are great low level choices. As for scrolls, you can always see who sits at the table with you and then purchase any scrolls you want.
Ah yes, Remove Blindness/Deafness. I will see who is in my party and buy a scroll of it if we have an arcane caster, otherwise I will go with the potion(s). To be honest, even if I could see, I wouldn't be reading the scroll as I can't cast the spell. Although I'll probably buy a potion anyways to play it safe.
They are gloves from Ultimate Equipment. Gloves of Reconnaissance.
Great item! Will be added to my list.
Alchemists can use their bombs, other classes should carry some kind of way to deal with swarms. Splash weapons, scrolls of burning hands all work. If you got the money, neck item: Swarmbane Clasp.
I do like the idea of Swarmbane Clasp. Will have to keep that in mind.
Thank you for the suggestions!
As for Rebel's Ransom, I will make a request at my local store to see if someone can run it sometime over the new few weeks or so.

Hobbun |
2 people marked this as a favorite. |

Playing through a couple of Jason Buhlman's dungeons ahead of time (Rebel's Ransom, level 2 of Thornkeep) might be smart, too, particularly if you deliberately play with characters at or below the bottom of the recommended tier.
+1 to Mortika's suggestion to play Rebel's Ransom first. That dungeon is bananas. B-A-B-A-N-A-N-A-S.
I spoke to my local store coordinator and Rebel's Ransom is on the calendar for August 11th.
Looking forward to trying it out and hope it's a good test for Bonekeep.
I'll let everyone know how it turns out, if you wish.

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Chris Mortika wrote:Hobbun, I haven't played through Bonekeep at all. I speak from complete ignorance of it, and so I feel free to speak freely.
...snipping lots of good advice ...
4) You want to be able to see through all illusions, detect all traps, disarm all traps. Seeing through walls is a plus.
...snipping more good stuff....
an observation from the peanut gallery
My (300 post) thread on Perception was partly sparked as a result of playing Bonekeep (and also ThornKeep)... The reactions it got from some (multi-star) judges on the boards convensed me to put the "Scout" PC I had built up in these games asside, likely not to play her anymore. Some judges find the character that seems able to "detect all traps, disarm all traps" to be offensive, and badwrongfun.
Huh. I'm sad to hear that. When I GM'd this I had you at the forefront of my thoughts. The players would get into the first room, deal with the challenge, then start searching. They usually had some time to do so
and I would start fishing for a particular phrase. "So, you seem to have some time on your hands, and you want to search the room. That means you...?" and they'd all stare at me. "Maybe you take a few minutes and give it a thorough check, so you...?" and then they'd get it: "Take 20!"
"Excellent!" I'd reply. "What's the top perception if you all take 20?" And it was always enough to find the important bits.
Then, in the next room, they'd always pause at the entrance. "We check it out to see if there's anything funny going on."
At which point, I'd reply, "By doing what?"
"Take 20 on perception?"
"Certainly. So, in an effort to speed along our little dungeon crawl, I'm going to assume you have an SOP - standard operating procedure. You're going to stop at the entrance to a room, take 20 looking it over, and I'm going to give you the goods based on your well-statted out searcher. So long as you keep your searcher at the front of the marching order, I'll assume you take 20 as you go step by step. If you trigger a combat, we'll get to it, of course. But, once that's done, you're taking 20 when you search. This way your searcher is doing his job, I can give you what you're looking for, and we can get through this thing while fooling around with our role playing and fighting rather than endless dice rolling. Sound fair?"
That made that scenario run a lot more smoothly, and I never got an argument if I sprung a trap on someone. Nor did I have to worry about dice rolling and secret results, blah, blah, blah. And through all six runs I had "nosig's SOP" from some thread somewhere in the back of my head.
I'm sorry you set him aside.
Drogon wrote:A smart group that is not optimized will definitely be able to survive Bonekeep's challenges (and have a great time doing it!), but it is my opinion after playing it that if you don't have at least one or two characters optimized for swift and abrupt offense, you are very unlikely to do it all before time runs out, particularly if you enjoy the RP banter between characters, rather than single-mindedly pushing forward.Hobbun wrote:I hope it's more along the lines of if you are well prepared, play smart and a decent build of a character you should be able to make it out alive.It is.
I have run this scenario six times, and while it is dangerous, it rewards smart play over optimized characters is my experience. I have killed optimized characters aplenty, and each of them were somewhat surprised. Meanwhile, a couple very smart groups (and excellent role players, by the way) made it through the entire dungeon.
Have a plan. Be prepared. And remember that this is a group game; your teammates and their abilities WILL matter.
This is true, by the way. The fights are tricky to get through, and are where the vast majority of time is wasted. If there are a couple tricked out damage dealers in the group the fights will go a lot quicker. Interestingly, I'm pretty sure each fight has its own challenges, so I don't know that any ONE damage dealer is good enough to handle everything. One fight would make the paladin cry, while another made him shine. And vice versa for the archer or fighter. The only optimized character I saw completely negated during nearly every fight was the invoker. That guy was amazed at how ineffective his character was, and created most of the dangerous reputation Bone Keep had at that convention all on his own due to how much he talked about it (and how effective most people knew his character to usually be).

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3) You want to be able to hit anything. Ghosts. Golems. Swarms. Flying swarms of ghostly golems. Assume opponents have spell resistance, various energy immunities, and DR.
If I ever see this I will cry and I will know who to blame. Or hope we have an alchemist with force bombs.
As for my experience, the reward is less than I expected. My group finished all but the last two rooms (the GM said they were all one combat) and we literally had 1 creature left that next turn the paladin was going to finish off but we ran out of time.
With those rooms lost we didn't gain any more gold than any other typical 3-4. The increased reward is definitely lacking in the regard that you have to clear one specific room to be above par, and the lethality prevented most groups from finishing anything close to that.
That being said its a very cool scenario. I agree that plot-wise there could've been a bit more, it did seem like a bunch of fights strung together with no seeming connection (of cours,e from the GM side they make more sense, but some of the rooms just don't).
I look forward to running both at GenCon. I plan on giving my players a bit more than the advance warning, because while I will be rooting for them, I will play the monsters to their most lethal (yay for no tactics block on most of these).

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nosig wrote:Chris Mortika wrote:Hobbun, I haven't played through Bonekeep at all. I speak from complete ignorance of it, and so I feel free to speak freely.
...snipping lots of good advice ...
4) You want to be able to see through all illusions, detect all traps, disarm all traps. Seeing through walls is a plus.
...snipping more good stuff....
an observation from the peanut gallery
My (300 post) thread on Perception was partly sparked as a result of playing Bonekeep (and also ThornKeep)... The reactions it got from some (multi-star) judges on the boards convensed me to put the "Scout" PC I had built up in these games asside, likely not to play her anymore. Some judges find the character that seems able to "detect all traps, disarm all traps" to be offensive, and badwrongfun.Huh. I'm sad to hear that. When I GM'd this I had you at the forefront of my thoughts. The players would get into the first room, deal with the challenge, then start searching. They usually had some time to do so
** spoiler omitted **
and I would start fishing for a particular phrase. "So, you seem to have some time on your hands, and you want to search the room. That means you...?" and they'd all stare at me. "Maybe you take a few minutes and give it a thorough check, so you...?" and then they'd get it: "Take 20!"
"Excellent!" I'd reply. "What's the top perception if you all take 20?" And it was always enough to find the important bits.
Then, in the next room, they'd always pause at the entrance. "We check it out to see if there's anything funny going on."
At which point, I'd reply, "By doing what?"
"Take 20 on perception?"
"Certainly. So, in an effort to speed along our little dungeon crawl, I'm going to assume you have an SOP - standard operating procedure. You're going to stop at the entrance to a room, take 20 looking it...
I'm kind of sorry you did this. I'm afraid it's going to cause them issues if they use this with different judges in the future.

Hobbun |

Chris Mortika wrote:3) You want to be able to hit anything. Ghosts. Golems. Swarms. Flying swarms of ghostly golems. Assume opponents have spell resistance, various energy immunities, and DR.If I ever see this I will cry and I will know who to blame. Or hope we have an alchemist with force bombs.
I can tell you if I run into incorporeal of any kind, I will be relegated to going to my bow (Ghost Salt), even though my Ranger went down the TWF route.
I have good preparation to most things Chris listed, but incorporeal will be my bane in using my swords. The only good option I know of is having Ghost Touch on my Bastard sword, but I believe that is a +2 bonus, which I will not have the funds, much less the Fame, to afford it by Bonekeep.

Hobbun |

Get a pair of +1 weapons and you will go fine, incorporeal doesnt require ghost touch to kill effectively, magical weapons will work fine if that is what you have available
Actually, just looked up ‘Incorporeal’ again.
Incorporeal (Ex)
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source.
So unfortunately it would only take half damage from my magical sword(s). Maybe it would still be best for me to use my Ghost Salted arrows.

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Non-ghost touch is half damage no crit(assuming magical). Ghost touch itself is only a +1 bonus, but is so situational mot people don't suggest it. Not to mention from my experience incorporeals generally have less hp (except for those rare charisma based monsters like hags).
I'm paranoid, and all of my melee characters have some way to get ghost touch. My first melee had ghost touch, my barbarian has ghost rager, my paladin has a spell that gives him ghost touch.
The problem is if it's a ghostly golem swarm it's: possibly immune to all weapon damage, immune to spells that grant SR, and takes 50% from non-ectoplasmic/non-force AoEs that don't allow for SR. The only easy solution I see to this is force bomb alchemists (who bypass SR, force does full damage, and is an AoE).

Hobbun |

I was more referring to attacking incorporeal in general than an incorporeal swarm. But there is a magic item that allows you to attack swarms with weapons, natural attacks and unarmed attacks.
Swarmsbane ClaspAn ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.

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I was more referring to attacking incorporeal in general than an incorporeal swarm. But there is a magic item that allows you to attack swarms with weapons, natural attacks and unarmed attacks.
PRD Ultimate Equipment wrote:
Swarmsbane ClaspAn ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.
Ah yes forgot about that.
Side note: will channeling positive harm a ghost swarm of golems?
Side side note: can golems even be ghosts?

Hobbun |

I’m pretty certain a “swarm of ghostly golems” was more of a play on words from Chris meaning to expect everything than to say you are going to run into a swarm of ghostly golems at Bonekeep. I don’t even think ghostly golems exist, but don’t quote me on that.
But yes, you can harm incorporeal, ghosts or otherwise, with channel energy, but I believe they take half damage.

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<snip>That being said its a very cool scenario. I agree that plot-wise there could've been a bit more, it did seem like a bunch of fights strung together with no seeming connection (of cours,e from the GM side they make more sense, but some of the rooms just don't).
<and snip>
"A bit more" Understatement.
And as far as plot available to the GM but never is seen by the players ... isn't that what play tests are for? To see how the scenario works, both form a mechanics and story point of view?
Let me make clear, I don't have a problem with an occasional 'brawl in the basement' scenario. However, having it be a special (implying it's sucking up more PFS resources than a standard scenario), I am NOT a fan of. Or, if we are going to make it a special, give us something that has great story, too (thus, making it worthy of the term 'special').

Hobbun |

This is true, by the way. The fights are tricky to get through, and are where the vast majority of time is wasted. If there are a couple tricked out damage dealers in the group the fights will go a lot quicker. Interestingly, I'm pretty sure each fight has its own challenges, so I don't know that any ONE damage dealer is good enough to handle everything. One fight would make the paladin cry, while another made him shine. And vice versa for the archer or fighter. The only optimized character I saw completely negated during nearly every fight was the invoker. That guy was amazed at how ineffective his character was, and created most of the dangerous reputation Bone Keep had at that convention all on his own due to how much he talked about it (and how effective most people knew his character to usually be).
It sounds like mustering your party together beforehand is even more important than usual for a scenario. The only two characters that are guaranteed for our party right now is myself and a friend of mine. We'll both be 6th level when playing Bonekeep (assuming neither one of us dies before then). I am a Ranger and he is a Rogue.
I think one of the things going against us we will be on the low end of the higher sub-tier as I believe Bonekeep is 3-4 and 6-7.
Either way, I'm looking forward to playing. More role-play would be nice, but I like good dungeon delves, as well.

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I wouldn't stress about super-optimizing or which end of the level spectrum you are when you play.
For example, don't worry about being exactly level 7.2 (i.e. 1 scenario from 8th) before playing Bonekeep.
Besides, you may lock your character out of playing the next part if he achieves level 8... and you wouldn't want to do that. :)
All said, it's totally a dungeon delve, and roleplaying means a harder fight with the dreaded timer boss (i.e. any lengthy roleplay will mean you run out of time to finish).

Hobbun |

My friend and I are actually going to be 6.0 when going into Bonekeep part 1. Mainly for the fact we will be playing our characters all through GenCon as well and don't want to, as you said, lock ourselves out of part 2 on Saturday night.
And I'm ok with it being only a dungeon-delve. I know I said more role-play would be nice, but that's because I enjoy doing so. However, I am just fine with the monster mashing as well.

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My friend and I are actually going to be 6.0 when going into Bonekeep part 1. Mainly for the fact we will be playing our characters all through GenCon as well and don't want to, as you said, lock ourselves out of part 2 on Saturday night.
And I'm ok with it being only a dungeon-delve. I know I said more role-play would be nice, but that's because I enjoy doing so. However, I am just fine with the monster mashing as well.
RP will depend a lot on your judge - and if you want more, tell her/him.

Hobbun |

Hobbun wrote:RP will depend a lot on your judge - and if you want more, tell her/him.My friend and I are actually going to be 6.0 when going into Bonekeep part 1. Mainly for the fact we will be playing our characters all through GenCon as well and don't want to, as you said, lock ourselves out of part 2 on Saturday night.
And I'm ok with it being only a dungeon-delve. I know I said more role-play would be nice, but that's because I enjoy doing so. However, I am just fine with the monster mashing as well.
Again, I’m not really worried about it. Where I always enjoy role-playing, if it’s no RP, I’ll be just fine with it as well.

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I'm kind of sorry you did this. I'm afraid it's going to cause them issues if they use this with...
So some GMs aren't allowing PCs to take 10 or 20 (which is a core rule)? I'm pretty sure Mike Brock and Moreland said we had to play by the rules of the game. And I'm pretty sure that's what we all agreed to do, especially when playing in public. GMs don't get to pick and choose which rules they do or do not use. I hope Brock or Moreland put a stop to that nonsense in your perception thread. You can't break a rule like that and claim you're playing RAW, what a joke.

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nosig wrote:I'm kind of sorry you did this. I'm afraid it's going to cause them issues if they use this with...So some GMs aren't allowing PCs to take 10 or 20 (which is a core rule)? I'm pretty sure Mike Brock and Moreland said we had to play by the rules of the game. And I'm pretty sure that's what we all agreed to do, especially when playing in public. GMs don't get to pick and choose which rules they do or do not use. I hope Brock or Moreland put a stop to that nonsense in your perception thread. You can't break a rule like that and claim you're playing RAW, what a joke.
Taking 20 on a whole room takes hours, wouldnt that make the time limit tick down?

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I can purty much guarantee that any scenario withere Kyle playing his goblin will have all the role-playin' you need. Ambrus Valsin could be asking you to do nothing more than clean out the stables, and you'd walk away blood-splattered and talking about the role-playing that session.
I love it when the players walk away blood-splattered.

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Jason S wrote:Taking 20 on a whole room takes hours, wouldnt that make the time limit tick down?nosig wrote:I'm kind of sorry you did this. I'm afraid it's going to cause them issues if they use this with...So some GMs aren't allowing PCs to take 10 or 20 (which is a core rule)? I'm pretty sure Mike Brock and Moreland said we had to play by the rules of the game. And I'm pretty sure that's what we all agreed to do, especially when playing in public. GMs don't get to pick and choose which rules they do or do not use. I hope Brock or Moreland put a stop to that nonsense in your perception thread. You can't break a rule like that and claim you're playing RAW, what a joke.
Takeing 20 takes 20 times as long as it takes to do something once. In the case of a perception check this would be 20 times a move action...
If it's all you are doing (checking out your surroundings) it would be one minute (20 move actions).Unless your Judge disallows/modifies it.
"...on a whole room ..." seems to indicate that you are using the 3.5 "Search" rules rather than the PFS "Perception" rules. Take a minute from the door. You perceive what you can perceive...
DCs increase:
by +1 for 10' distance
by +5 for doors
by +10 for walls
etc.
I hope that helps?
;)

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Jason S wrote:Taking 20 on a whole room takes hours, wouldnt that make the time limit tick down?nosig wrote:I'm kind of sorry you did this. I'm afraid it's going to cause them issues if they use this with...So some GMs aren't allowing PCs to take 10 or 20 (which is a core rule)? I'm pretty sure Mike Brock and Moreland said we had to play by the rules of the game. And I'm pretty sure that's what we all agreed to do, especially when playing in public. GMs don't get to pick and choose which rules they do or do not use. I hope Brock or Moreland put a stop to that nonsense in your perception thread. You can't break a rule like that and claim you're playing RAW, what a joke.
This brings up an improtant question though...
After we had played this, another player asked me what was to prevent someone from just casting Rope Trick in a cleared room, crawling up in the space pocket and sleeping for the night? Is this on a "time limit", and if so, what is it?

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Gritnarr Halldorr wrote:Jason S wrote:Taking 20 on a whole room takes hours, wouldnt that make the time limit tick down?nosig wrote:I'm kind of sorry you did this. I'm afraid it's going to cause them issues if they use this with...So some GMs aren't allowing PCs to take 10 or 20 (which is a core rule)? I'm pretty sure Mike Brock and Moreland said we had to play by the rules of the game. And I'm pretty sure that's what we all agreed to do, especially when playing in public. GMs don't get to pick and choose which rules they do or do not use. I hope Brock or Moreland put a stop to that nonsense in your perception thread. You can't break a rule like that and claim you're playing RAW, what a joke.
This brings up an improtant question though...
After we had played this, another player asked me what was to prevent someone from just casting Rope Trick in a cleared room, crawling up in the space pocket and sleeping for the night? Is this on a "time limit", and if so, what is it?
The time limit is the playing time of "One Convention Slot." The only stricture within the game is leaving the dungeon (if you leave, you cannot go back in). Rope Trick kind of qualifies as "leaving." If a GM wants to get sticky about semantics he could pretty easily call it on you.
There is no in-game time limit. So, even if taking 20 took hours per room there would be no repercussions from it.
Now, that's not to say that extreme amounts of time spent doing nothing won't invite attention you weren't expecting. The big bad in the scenario is not stupid, and has some very powerful minions. I would not want to come down that rope and get ambushed by everything in there that was available (which would be likely, as the big bad makes regular forays into the dungeon, which is apparent if the PCs simply look around within the first room).