4-18 Veteran's Vault (Spoilers)


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Grand Lodge 4/5

You are not meant to have an Otyugh companion for any of the combats. The best you can get from them is they show you their 'treasure collection'.

I don't know what you mean by 'spiked the door shut'?
It is possible your party failed the DC22 perception check to see the aperture that had been stuffed with cloth?

Broken Secret Door:

"The tunnel terminates in a stone wall that was once
capable of swinging outward as a secret door. The
mechanism for opening it has been purposefully broken
as well as thoroughly rusted, and a PC can discover
both the secret door and its broken nature with a DC
15 Perception check. The same tremors that allowed the
jinkins to ascend into this vault also cracked part of the
door frame, creating an aperture just large enough for a
Tiny creature to squeeze through. The jinkins have used
this opening as their way into the sewers, but they stuff
the hole full of cloth when not leaving or entering to
keep some of the sewer’s stink at bay. A DC 22 Perception
check allows a PC to find this opening, which a Tiny
creature may squeeze through with little difficulty or
a Small creature may wriggle through with a DC 30
Escape Artist check."

Dark Archive 4/5

Kerney wrote:

First was the 'hungry' Otugth. We tried to feed it then fought it to the point wear it surrendered. Promised it food if it joined us, rolled a 27 on diplomancy, included it in a channel energy and even promised the dwarf as a meal if (provided he didn't object) and we didn't find good food soon.

GM made it go away, which was fine. Still, I thought it would have been cool to befriend said monster, even temporarilly.

As you say I suspect it was just difficult to improvise in a way that would not destroy the next encounter. How would you do it?

Possibly something involving calling its mate..., or offering for them to make themseves at home in its stash cave.

Alternatively it could have fled when its morale condition triggered.

Quote:
Secondly, we found the escape route for the BBEG on our way in, defeated the Ooze, and went to the end of the passage. Found a door which we could not open. We spiked it shut so that nobody could come back behind us. Got to the final fight and the BBEG tried to retreat through that door. We were told that there was a small opening that we had 'missed' that she could squeeze through.

It is a high DC perception to spot the stuffed-with-cloth-opening where a tiny creature can squeeze through. She also has a better escape route, which likely wouldn't have provoked.

The Exchange 5/5

As a player - when we encountered the 'hungry' Otyugh, we talked to it. My PC offered to get it some "good food" and scrambled out of the sewer and bought a barrel of beer, and a mule/donkey to carry it. Rolled the barrel over the man-hole, broached it and poured the beer down. (picture Otyugh under the man-hole, mouth open as beer pours down from above. When the beer stopped, he reached up and yanked down the barrel "like the crunch bits".) Oh! and my PC CdG the mule over the man-hole, so it blead out down into the sewer... then Otugth got a lot to eat, it just reached up and yanked down the dead mule. It was such a fun RP encounter, my PC spent 2 PP getting "foreign contacts" so that I can "look him up" next time I'm in that town!

It'll be great next time I'm in Korvosa, my PC wandering around sewer entrences yelling down them to get a +2 on "gather info" rolls!

Shadow Lodge 1/5

KestlerGunner wrote:


I don't know what you mean by 'spiked the door shut'?
It is possible your party failed the DC22 perception check to see the aperture that had been stuffed with cloth?

** spoiler omitted **

Made a 27 perception check, cloth was not mentioned. Nailed in iron spikes to the jammed door so it would be harder for anyone to come through it behind us.

As for the 'not meant to have an Otyugh companion' I'd say that's coming up with a creative solution. However, compared to Nosig's solution I can see us coming up short. Still, I felt the GM was not going to let me do it under any circumstances because it was not covered under specific options mentioned, rather than any realistic roleplaying on my part. If it breaks the next encounter big friggin deal.

From my a purely subjective viewpoint I got a attitude/vibe of 'not allowing anything' from the GM. That made me question that encounter as well as the failed 'spiking' of the door. These things along with not being as prepared as I would like (mapping things out as we go, stopping the action of the game to read ahead) hits on the pet peeves I have. So I was curious as to what else I 'missed'.

I definately want to run it now though.

The Exchange 5/5

Kerney wrote:
KestlerGunner wrote:


I don't know what you mean by 'spiked the door shut'?
It is possible your party failed the DC22 perception check to see the aperture that had been stuffed with cloth?

** spoiler omitted **

Made a 27 perception check, cloth was not mentioned. Nailed in iron spikes to the jammed door so it would be harder for anyone to come through it behind us.

As for the 'not meant to have an Otyugh companion' I'd say that's coming up with a creative solution. However, compared to Nosig's solution I can see us coming up short. Still, I felt the GM was not going to let me do it under any circumstances because it was not covered under specific options mentioned, rather than any realistic roleplaying on my part. If it breaks the next encounter big friggin deal.

From my a purely subjective viewpoint I got a attitude/vibe of 'not allowing anything' from the GM. That made me question that encounter as well as the failed 'spiking' of the door. These things along with not being as prepared as I would like (mapping things out as we go, stopping the action of the game to read ahead) hits on the pet peeves I have. So I was curious as to what else I 'missed'.

I definately want to run it now though.

often the judges in my area end up running things cold. "(mapping things out as we go, stopping the action of the game to read ahead)" perhaps this was the problem with your judge? also, at times players can cast the judge into "defensive mode" where he's been trampled a bit to much by confrontational players and needs to have "nice" players for a while. Often we should all take a deep breath and just go with it... if it's a problem with the judge, avoid him in the future (the same way you'd avoid a "problem player" - that is, one you have a problem playing with).

Maybe the judge is great and you hit him on a bad day. Maybe he's great when he's playing with other people and you just remind him of his #1 enemy. Or maybe your being overly defensive... or not. The best thing to do is just move on (if you can). Smile, say thank you for running, and add his name to your "avoid if possible" list. Be glad he's not your brother-in-law and you get stuck playing at his table each weekend.

OH! and a note on the "feeding the Otyugh" idea. My PC was a dog rider, and normally carries several "Meat, chunk of" from the CRB equipment list. So that gives me 10 or so "Otyugh snacks" - like Scoobie snacks, but 1/2 pound each.

Shadow Lodge 1/5

nosig wrote:


Maybe the judge is great and you hit him on a bad day. Maybe he's great when he's playing with other people and you just remind him of his #1 enemy. Or maybe your being overly defensive... or not....

You know, he's not a bad GM and has the makings of a fairly good GM. He's also a very good person. I say this because it is true and because someone saw my questions about the module and took umbridge on his behalf.

And yes I am turning into a stupid game snob who is a little full of himself. That is something I need to watch.

1/5 Venture-Captain, Germany–Hannover

My players handled that Otyugh just fine. One made his knowledge check before and had some food on him.

What i want to ask, that Xtabai ability damage, does that need to be healed with a lesser restauration?

4/5 Venture-Lieutenant, Massachusetts—Boston

I played this with my urban ranger 3 a couple of weekends ago. We played low tier.

My Ranger (Veracity Reynolds with her bow named Jayne)/I was afraid that there wouldn't be any treasure at the end because… Sascha left a single one-shot trap just on the outer vault door? Nothing on the inner door(s)? Poor security! And we also knew that the gremlins had been in and out via the secret door…

We had a blast overall… in part because our Heavens Oracle speaks both Undercommon and Aklo…

The darkness did give us a little trouble, but we got out of the darkness and found the little gremlin girl. And a couple of burning hands from the Flame Oracle took care of the darkmantle in the meantime.

Paizo Employee 4/5 Developer

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Benjamin Falk wrote:

My players handled that Otyugh just fine. One made his knowledge check before and had some food on him.

What i want to ask, that Xtabai ability damage, does that need to be healed with a lesser restauration?

The Xtabay deals constitution damage, not drain. As a result, a PC can recover the ability damage by resting; lesser restoration is not absolutely required.


Does anyone have a good explanation for why Sascha did not install a trap bypass mechanism in the vault door? Or why she doesn't share that information with the party? Does she have to risk her life and limb disabling the trap to open the door? Did her companions have to risk their lives when they came to claim their shares of the treasure?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

So... Interesting thing. I have played this scenario. I remember it really well. It was very interesting.

The scenario I played bears almost no resemblance to this thread.

Sigh. Yet another scenario I am going to have to GM so I can see what it was supposed to be like.

1/5

Lakesidefantasy wrote:
Does anyone have a good explanation for why Sascha did not install a trap bypass mechanism in the vault door? Or why she doesn't share that information with the party? Does she have to risk her life and limb disabling the trap to open the door? Did her companions have to risk their lives when they came to claim their shares of the treasure?

Maybe the last of the companions to grab thier share installed that particular trap, so although she knows there's probably a trap, she doesn't know exactly what it is.

5/5 5/5 ***** Venture-Captain, Vermont—Peacham

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I am planning to run this scenario in a couple of weeks and I notice that its says that Sascha gives the party directions to her vault. I always love using handouts to give the players during an adventure, so I decided to actually write out what her directions would say. Please look over the following and see if this sounds good. I am happy for any feedback you give with regards to Sascha's descriptions. I made up the location of her shop based on what John Compton said earlier in this thread. With regards to the vault door itself, it still seems strange to me that the vault door was not behind a secret door. I notice the trap doesn't actually reset itself. That doesn't seem very secure. If I am running this as an official PFS event, would there be any problem with including a secret entrance along the northern wall in the sewer that leads to the trapped vault door even though it is not written in the scenario or printed on the flip mat? I mean, Sascha would include those directions on finding the secret door in her description, so the characters would certainly find it and be able to bypass it. I just think that it would be more believable.

Directions from Sascha Antif-Arah:
My former weapons shop was located on the corner of Endrin Avenue and Eodred Street. Follow Eodred Street north for about a quarter of a mile. There is an old service entrance into the sewers on the west side of the street.

Removing the cover reveals a ladder that descends into the sewers. Make your way north from the ladder. After about fifty feet you will come to an intersection. Take a right. Following the passage until you get to a small rat statue. Beside the statue is a large pipe in the southern wall. Enter through the pipe and follow it south for nearly thirty feet. Exit the pipe and continue south for about seventy feet more. You will reach another intersection. Take a left. This tunnel will wind its way north again.

Follow the tunnel for nearly two hundred feet until you reach another intersection in the tunnel. Take a right and follow the passage east for about eighty feet. This will lead you to another intersection. The sewage passage continues south and east, but on the north side of the intersection is a passageway that continues north up several steps.

Instead of just saying there are steps here, this is the place I would include a description of a secret door with directions on how to open it.

The steps end at a stone and steel door worked with designs of riders on horseback. This is the door to the vault. Be extremely careful. The vault door is protected by a hidden trap. If you are not careful it will release a javelin coated in black adder venom. Try to disable this before continuing.

Once you bypass the vault door and its trap, you will leave the sewers and enter a passage made out of cut stone block construction. You will pass a number of wooden doors that lead to cells on both sides of the passage. I believe these were used as burial niches, prison cells, or sleeping quarters for the former cult of Zon-Kuthon. I locked a few of them to serve as red herrings to distract any would be thieves. Some of the cells still hold blankets and supplies if you are in need.

Take your first left and follow the passage west for another fifty feet. A few steps will lead down into a large room, which is the main chamber of the vault where we fought the cult of Zon-Kuthon. When we last left it, there were still racks, iron maidens and many instruments of torture in that place. Along the western wall of that chamber are four wooden doors leading to cells. Inside the southernmost of the four you will find four red brick flagstones in the corner. My share of the treasure is stashed under those flagstones in that cell. Keep whatever you find, but locate and return a plain silver locket that is buried there.

Good luck, and most importantly, do not lose these directions or let them be found by would be thieves!

Silver Crusade 1/5

So...has the missing scaling for the Otyughs been adressed somewhere? I didn't find something and by the looks of it I will be GMing the scenario in a few days for a group with an APG of 2,6 (2,2,3,3,3,3). This means that they will play subtier 4-5 with adjustment for 4 players - something the first encounter lacks. I'm a bit worried this might result in a fair bit of trouble since I know this party quite well - two characters are quite triggerhappy...

3/5

I may need to check the latest ruling but its my understanding that if the party lacks a player in the high tier then they will not be forced to play high tier. Blackbot, in your case, since their is no level 4 or 5 character, the party doesn't have to play high tier.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Duncan7291 wrote:
I may need to check the latest ruling but its my understanding that if the party lacks a player in the high tier then they will not be forced to play high tier. Blackbot, in your case, since their is no level 4 or 5 character, the party doesn't have to play high tier.

This is correct

Silver Crusade 1/5

This is something that has been discussed at length and is still not clear even though it was mentioned in the suggestion-thread for the season 7 guide to organized play. Some think this rule only applies to season 0-3 scenarios (because it's placed in the paragraph adressing 0-3 scenarios), others that it applies to all scenarios (because it would seem fairer, I suppose).
I think it's the former.
Discussion 1
Discussion 2
Ignored suggestion for the guide

Let's just agree that it is unclear and until someone official adresses it it will remain unclear.

The Exchange 2/5 *

Does the final hidden hole appear in any other scenarios? My party wants to go exploring.


John Compton wrote:
ZomB wrote:

Has anyone come up with a reasonable street address for Sascha's shop and the alley?

I am planning on using the Korvosa map from Curse of the Crimson Throne Players guide. It would be nice to point to the shop and the alley on the map, and not risk breaking anything.

I think Harborview Boulevard South or Eodred Way would be good options that allow PCs to get a respectable distance into Midland.

Sascha says "There's an old service entrance into the sewers about a quarter mile north of my old shop in Midland;"

A quarter mile is 1320 feet. The scale on the Map of Korvosa is 1000 feet, and broken up into 5 segments, 2.5 segments is 500 feet. Assuming her shop was near Eroden's Walk, this places her shop somewhere just south of the Bookbinder.

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