4-19 The Night March of Kalkamedes


GM Discussion

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2/5

Thank you.

5/5 **** Venture-Lieutenant, Michigan—Detroit

I assume that this statement, which references the inscription in B2:
The Thassilonian inscription, which a PC can translate with a DC 20 Linguistics check

means:
A PC who can read Thassilonian OR who makes a DC 20 Linguistics check

not:
A PC who can read Thassilonian AND who makes a DC 20 Linguistics check

It was run the latter way for me, but on reading it, I interpreted it as the former.

Also in B2:

Spoiler:
Are the iron doors standard iron doors if the PCs decide to bash them open?

Sovereign Court

Jeffrey Stop wrote:

I assume that this statement, which references the inscription in B2:

The Thassilonian inscription, which a PC can translate with a DC 20 Linguistics check

means:
A PC who can read Thassilonian OR who makes a DC 20 Linguistics check

not:
A PC who can read Thassilonian AND who makes a DC 20 Linguistics check

It was run the latter way for me, but on reading it, I interpreted it as the former.

Also in B2:
** spoiler omitted **

Spoiler:
for the doors, I would assume so, but as soon as the STR 20 fighter steps on the dias, they will collapse (STR 20+ becomes STR 0).
5/5 **** Venture-Lieutenant, Michigan—Detroit

zylphryx wrote:
** spoiler omitted **

Right. Here's why I asked:

Spoiler:
I've ran quite a few groups who are quick to bash their way through obstacles. That's not how it's intended, but I'd like to know the stats if that's what the party chooses. I don't see anything in the mod gainsaying the bashing tactic, so I'm assuming it's valid.

I've also been a part of (an admittedly very fringe case) of a couple 3 barbarian, 1 rogue parties. The Str values were 14, 19, 20, 20, so opening the door at Tier 4-5 wouldn't have been possible without UMD on the wand or some other trick that I can't think of.

4/5 *

Jeffrey, on your first question, the linguistics check is for people who cannot read Thassilonian. If a character has the language, he can read it without a check. If it were somehow both in Thassilonian and exceptionally cryptic or encoded, the scenario would call out something like "... can be translated with a DC 25 Linguistics check (give a +5 bonus to characters that can read Thassilonian)..."

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

John Compton wrote:

Make whole is not capable of repairing Gamin the Misforged, and the Chronicle sheet notes that at this time the Pathfinder Society has no means to repair Gamin. It's not that he's broken; he simply was never finished correctly. At this time Gamin also follows the rules for upgrading named magic items, which is to say it cannot be.

Based on my reading of the magus archetype, a bladebound magus's blade is a unique and independent acquisition with its own progression of Intelligence, Ego, and abilities. Gamin the Misforged cannot serve as such a bound blade, but he could still work with a bladebound magus as a "typical" intelligent blade.

I'm assuming/hoping that there will be a season 5 follow up where you can have him fixed/finished. If so... PLEASE allow him to be finished in a different form of sword (heavy blades). I think it would make him more 'desirable' for players.

Grand Lodge 3/5 5/55/55/5

Pathfinder Starfinder Adventure Path Subscriber

I don't know - I applied my GM chronicle to a skills rogue that I think would love being permanently (for all intents and purposes) Guidanced and swapping his sword for fighting. It's a flavorful little weapon, broken or no - and definitely not made for max damage, but rather for increased utility.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

Yeah, I applied my GM chronicle to my helpful halfling who is all about aiding another. It is perfect for him. He doesn't really attack with his weapon, so he can use the allying ability and he only needs to hit an AC 10 to aid, so it doesn't really matter that the blade is broken. Of course I would love a scenario where you get to fix the blade, but I won't be too put out if it never shows up.

5/5 **** Venture-Lieutenant, Michigan—Detroit

Tony Lindman wrote:
Jeffrey, on your first question, the linguistics check is for people who cannot read Thassilonian. If a character has the language, he can read it without a check. If it were somehow both in Thassilonian and exceptionally cryptic or encoded, the scenario would call out something like "... can be translated with a DC 25 Linguistics check (give a +5 bonus to characters that can read Thassilonian)..."

Thanks for the confirmation.

Sovereign Court 4/5

1 person marked this as a favorite.
Matthew Morris wrote:
I'm assuming/hoping that there will be a season 5 follow up where you can have him fixed/finished. If so... PLEASE allow him to be finished in a different form of sword (heavy blades). I think it would make him more 'desirable' for players.

I doubt there will ever be a scenario which would allow you to reforge him. Which is fine. Also, why would a sword that's already made be fixed to be a bigger sword? Besides, wouldn't making him a heavy blade mean most characters are no longer proficient with him, making him more 'desirable' for fewer players?

Shadow Lodge 4/5

Looking forward to running this!

Dark Archive 4/5

Do we have to pay listed price, aka the 7 grand for the sword? Just curiousf

Grand Lodge 3/5

yes

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

Sior wrote:
Matthew Morris wrote:
I'm assuming/hoping that there will be a season 5 follow up where you can have him fixed/finished. If so... PLEASE allow him to be finished in a different form of sword (heavy blades). I think it would make him more 'desirable' for players.
I doubt there will ever be a scenario which would allow you to reforge him. Which is fine. Also, why would a sword that's already made be fixed to be a bigger sword? Besides, wouldn't making him a heavy blade mean most characters are no longer proficient with him, making him more 'desirable' for fewer players?

I don't have my CRB up, but aren't Long Swords in the 'heavy blades' group?

As to growing/shrinking, I was going by the sheet and John's post that, "the Chronicle sheet notes that at this time the Pathfinder Society has no means to repair Gamin. It's not that he's broken; he simply was never finished correctly."

I'm assuming there will be something in season 5 planned that allows you to 'finish it' correctly. So why not finish into a different sword? I'm just tossing my two c-bills out there.

Sovereign Court 4/5

Matthew Morris wrote:

I don't have my CRB up, but aren't Long Swords in the 'heavy blades' group?

As to growing/shrinking, I was going by the sheet and John's post that, "the Chronicle sheet notes that at this time the Pathfinder Society has no means to repair Gamin. It's not that he's broken; he simply was never finished correctly."

I'm assuming there will be something in season 5 planned that allows you to 'finish it' correctly. So why not finish into a different sword? I'm just tossing my two c-bills out there.

Don't have mine up either, just what you were saying. Apologies for the cock-up, haha.

Gamin:
The sword was crafted, but a flaw appeared early in the forging. It was unable to be salvaged (the scenario's exact wording). It was then used as a sword through the years, allowing the crack to appear and spread until... suffice to say it's in the scenario.

Just because you can infer there will be a point it can be repaired doesn't mean it WILL be able to repaired. I'm still waiting for that map of the Silken Way from season 0 to actually come in handy. Even if you could, it's already a usable sword with the broken condition. It's like breaking your dagger and repairing it into a scimitar.

Dark Archive

I noticed the young bear cubs are scared in 4/5. That is the name of a spell, not a condition. The spell refers to frightened, that means they would try to run away. What challenge is that? Other than maybe a knowledge nature check to know, give the cubs room to run away so the mama leaves you alone. aren't the cubs supposed add to the fighting difficulty if the pcs do not take the NPC away? At the moment, I am inclined to make the cubs shaken instead of frightened. Thoughts?

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

@Sior, I'm just being optimistic that the "at this time" means that at a future time, we'll see a scenario where it can be remade. Call me an optimist.

Shadow Lodge 4/5

ZomB wrote:
Sulianna is described as having elven features, yet her picture is clearly human. Of course I can use that to create suspicion at the metagame level ;-)

If any players raise concern, simply have Sulianna inform the PCs that she's been busy saving the world from undead.

Sovereign Court 4/5

@Matthew - I'm more a realist. An optimistic one, but I tend to not let my hopes get up.

@Raymond - The fact that the bear cubs are scared is flavor text. Their stat block says the only alteration is they are shaken. So yes, that's the way to go. Whether they leg it first chance they get or not, that's up to you.

Sovereign Court 2/5

Hi

I was, in fact, that Aasimar Oracle of the Heavens.

I'd only used that 'special ability' once before, in a city chase to 'jump' to the next level of the 'snakes & ladders' chase map.

Was nice to actually use it not just once, but TWICE in a scenario! Had great fun playing. Certainly had that sense of foreboding with those circles of 'protection'! (Thanks Sior for running)

Unusually, most of our damage came from a 'party member'.

Lu Shu made 4th lvl at end of that. Now looking forwards to her faction (Lantern Lodge) retirement scenario.

Sovereign Court 4/5

*shakes fist at Paul* Hahaha. It was an excellent use of the bridge ability. Definitely wasn't expecting it. Glad you were able to get some enjoyment from finally using it! Looking forward to seeing round the VTT for Way of the Kirin!

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Running this tomorrow. Anything I should pay special attention to? Potential GMing pitfalls that I might not think to be ready for, that kind of thing?

Dark Archive 4/5

"Creative" things our party got up to:

- using a length of rope to clothesline Kalkamedes to slow him down (the sword got a little upset at this)
- two potions of enlarge person to create a character bridge over the canyon (two 6' characters doubled in size easily clears 15' each when you count arms as well, although the GM was generous because the idea made him laugh)
- alchemical grease on Kalkamedes' boots combined with a rope leash to slide him around the bog while he moonwalked

Jiggy, be prepared for a lot of ideas that probably shouldn't work, but you might let them anyway.

It's worth noting that a detect evil on the gnome in the circle will easily stun any character at 1-5. Overwhelming evil and more than double hit dice.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

How does a detection spell stun the user? I'm not seeing anything about stunning in the spell description.

Dark Archive 4/5

PRD Detect Evil

In the second round: "If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends."

So you never get to identify the source of the evil. He can claim it is an aspect of the containment circle.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Whoops, skimmed right past that. Thanks!

Though a paladin can do the move-action, instant-3-round-determination thing on the "gnome" and nothing else, so he'd then know it was him.

Dark Archive 4/5

Note that any detect aura would be much larger than the gnome.

Dark Archive 4/5

Added a GM notes file to the GM shared prep area

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Your notes mention disabling Kalkamedes via nonlethal damage, but his statblock says he's immune to nonlethal damage (as well as sleep, fear, and disease).

Your notes point out that the second round of detect evil will involve stunning and never get to the third round, but a paladin using their move-action version of the spell skips straight to 3rd-round information the instant they use the ability.

Dark Archive 4/5

ZomB wrote:
Note that any detect aura would be much larger than the gnome.

A clever detector could, however, clip the circle and omit the gnome to confirm that it is the gnome who is detecting so.

Dark Archive 4/5

Jiggy wrote:

Your notes mention disabling Kalkamedes via nonlethal damage, but his statblock says he's immune to nonlethal damage (as well as sleep, fear, and disease).

Oops, thanks, corrected. I suspect I have got to the point where I have been analysing the scenario for too long (how often does that happen?) and started forgetting stuff. Must reread.

Quote:
Your notes point out that the second round of detect evil will involve stunning and never get to the third round, but a paladin using their move-action version of the spell skips straight to 3rd-round information the instant they use the ability.

Have added a note about this.

Please GMs, update the notes and add fun suggestions, especially if you find an error. I have added a note encouraging this.

Adam Mogyorodi wrote:
A clever detector could, however, clip the circle and omit the gnome to confirm that it is the gnome who is detecting so.

Note the gnomes aura fills 9 out of the 16 squares of the circle and is 3-4 squares high (18ft) - he just _appears_ to be smaller - so any clipping attempt may well be misleading.

EDIT: I think this opens a rules point about whether you can partially circumvent an illusion that apparently changes your size with a detect alignment spell. Does the illusion change the size of your good/evil/chaos/law/magic aura?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

By the time I finished prepping this, I ended up making a little chart of things I'd need to know, and asked for each PC's character sheet before the session so I could take some notes. I'll try and figure out how to add it to the shared prep drive later.

And this scenario is a hoot! Easily one of the most fun and creative scenarios I've ever run. I'll definitely be writing a good review when I get the chance. I'm really hoping to play this one with my wife later. :D

Liberty's Edge 5/5

I got a chance to play this on Sunday.

Here is the review of the game session I posted on our local meetup RSVP site:

Quote:
Both this scenario and game session easily made my top 3 in Pathfinder Society experiences. Steve McCann, despite having a cold and not feeling 100%, came prepared and energized. His style of liberal GMing focused on fun and allowed us all to roleplay and be creative. The other players all came prepared to have fun, and were all fantastic to play with. There were literally zero arguments or rules discussions at the table. I so rarely get to play and this was such an absolute treat… Truly a perfect storm of fun.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Andy: I think you'll have just as much fun when you run it, too. It's a blast. :D

Liberty's Edge 5/5

Jiggy wrote:
Andy: I think you'll have just as much fun when you run it, too. It's a blast. :D

Especially since I'll be running it in Croatia.

Scarab Sages 1/5 5/5 ** Contributor

Ran this a coupla days ago - It was a blast. Expecially when Koth'Vaul almost killed a poor dog.

An Aasimar Mad Dog with the Celestial Servant feat made the Arcana check, and sent in his chaotic-aligned celestial dog to investigate the circle. (I didn't rule him as extraplanar, however) Guess what happened?

Koth'Vaul immediately unveiled himself and threatened to off the dog if they didn't free him.

The only reason the poor creature survived was because the glabrezu critfailed a Sense Motive check - even a 2 would have sufficed for him to see the lie.

All in all, most fun I've ever had GMing. Out of three times, but still.

Sovereign Court 3/5

The only reason the poor creature survived was because the glabrezu critfailed a Sense Motive check - even a 2 would have sufficed for him to see the lie. wrote:

Sidenote: Skills don't autofail on a 1. That's only saves and attack rolls.

1/5

Just played this yesterday. Was a blast. Would definitely run it. I am seriously considering purchasing gamin. For a net +2 weapon that is also mithral for around 7K instead of over 10K, this seems like a pretty sweet deal. Hope there's a way to fix him in season 5. The allying quality will still be useful nonetheless.

Scarab Sages 1/5 5/5 ** Contributor

El Baron de los Banditos wrote:
The only reason the poor creature survived was because the glabrezu critfailed a Sense Motive check - even a 2 would have sufficed for him to see the lie. wrote:

Sidenote: Skills don't autofail on a 1. That's only saves and attack rolls.

Dangnabbit. Good thing that a 1 was right below the threshold needed anyway.

Shadow Lodge 4/5

We had 4 tables of this at the FLGS. I ran the high table.

Party:
L5 Maneuver Master/Lorewarden
L4 Dawnflower Dervish/Rogue
L3 Fighter/Cleric
L3 Witch
L3 Druid with companion
L3 Wizard

I had them roll a bunch of knowledges pregame for the Kor'Vauth section later. They nailed all the rolls.

The Journey:

They found all of Kalk's gear and dressed him up while the Lorewarden grappled him. Then they tied a rope around his waist and went traipsing off.

They easily avoided the bramble and the bog with the Lorewarden's high CMB to grapple-into-grapple-to-move (with plenty of party assists). The canyon was a minor speed bump, but they got past it quickly.

The druid failed his wild empathy with the bears, but the party was backing off and I was going to let them avoid the encounter when Kalk rolled a natural 20 and broke the Lorewarden's grapple and walked straight at the bears, triggering the combat.

Ambush:

The bandits rolled poorly and the entire party saw the bandits waiting for them. The party rolled up the bandits' lines and gitterdust/greased/roflstomped the poor bandits into oblivion

Edifice:

The dire skunks were a speed bump...but not as much as the party spending 9 rounds trying to open the door due to poor STR rolls. I started getting worried they would use all 16 enfeeble charges!

When they ran into Kor'Vauth and he gave them the spiel, the pregame knowledge checks pretty much exposed all his lies. The party moved on and ran into the dragon, which got pitted by Create Pit and had some alchemist fires and holy waters thrown on it(I forgot it could fly and lost 1 round to trying to climb out). While the dragon got a few good shots in after flying out of the pit, they played smart and took it down. The highlight of the fight was the Lorewarden constant tripping Kalkamedes every time he tried moving towards Sulianna's circle.

We were running short on time--so the Sulianna/banish Kor'Vauth/Kalkamedes & Heidemarch denouement was a bit more rushed than I would have liked (I did it all in 10 minutes when 20 would have felt right to get some decent RP in). Everyone seemed to have a fun time.

I made one or two minor tactical errors, but look forward to running this again. The journey has set success goal posts but also allows for creative play. The early combat encounters are a walkover/speed bump, but the Dragon at the end was worth it.

4/5

Sammy T wrote:

We had 4 tables of this at the FLGS. I ran the high table.

Party:
L5 Maneuver Master/Lorewarden
L4 Dawnflower Dervish/Rogue
L3 Fighter/Cleric
L3 Witch
L3 Druid with companion
L3 Wizard

I was the Maneuver Warden. Had a great time with this. For a scenario that is essentially on rails, the party has an amazing amount of freedom to decide (or at least attempt to decide) their own fate.

Really a standout scenario in a standout season.

4/5 *

I ran it this weekend for a party that included two cavaliers, so scouting around and chasing down Kalkamedes when he wandered off was never a problem. They did figure out the strength puzzle pretty quickly, and had the great idea to use the wand on Kalkamedes, so that he could open the door himself, then be weakened when they inevitably needed to keep him away from trouble down the line. ;-)

I also prerolled all of the knowledge checks, and made little cards to pass out with the various things they figured out, giving each to the character who passed with the highest roll. I also prerolled perception checks to determine from what distance each obstacle would be noticed, so that I knew how long they had before Kalkamedes hurt himself.

The paladin saw the gnome's evil aura, and the alchemist recognized Sulianna for what she was, so they figured out the con pretty easily. They still had a lovely "oh crap!" moment when I swapped the little gnome figurine for a large demon, and another when I placed the dragon on the map. :D "Wait, a dragon? This *is* a 1-5 adventure, right?"

All in all I enjoyed running it, and the players seemed to like it as well.

Silver Crusade 4/5

I had a lot of fun with this one, at the table with Sammy and Redward.

Lots of humorous moments, but I think the most ironic was my halfling being the first to trigger the strength trap, while we were fighting the dire skunks - and it did nothing, because my strength is 10! Sammy said my character sensed some magic or something, so I warned the others to avoid going to that area until after we finished off the dire skunks and had time to investigate. Then someone with 18 str walked into it and fell over from the weight of his equipment.

The other ironic moment was the druid failing his wild empathy with the bears, and ending up having to help kill them. He got taunted relentlessly for being so unfriendly to nature. He has since updated his PC profile on our local game signup web site to say that his character has favored enemy: bears. LOL

Redward's maneuver character made it easy to keep Kalkamedes under control. I rolled surprisingly well to assist, given my low CMB, though I missed the assists a couple of times. Having the Helpful halfling trait, I gave +4 when assisting, which was useful for this and a couple of other things along the way. I definitely think that's one of the best traits in the game. What's ironic is that I'm heading for Halfling Opportunist prestige class with this character, which is CMB intensive, so I'm planning to take the Agile Maneuvers feat next level to get dex instead of str in my CMB. So I would have had an extra +5 at assisting all those grapples if I already had that (20 dex vs 10 str).

All in all, this is a very creative adventure, with a lot of fun encounters, both in combat and the puzzles. Definitely one of the more original adventures I've played. And yes, the dragon scared the pants off us. Of course, I was sitting there with +12 reflex and evasion going "So where's the breath weapon already?" LOL

Shadow Lodge 2/5

I GMd this a few days ago for a group of almost entirely new players, and I have to say I have very mixed feelings. I loved everything that happened inside the Black Edifice. It was full of interesting and well-designed mechanics and tactics that made me excited for every next move the PCs would make. But getting there.... Yuck. It was one big, obnoxious skill challenge that made me want to simply skip it all. The crevice in particular is very difficult for a party of unprepared PCs. They had one length of rope between them, and ended up draining over half of the one wand of CLW they had on falling damage. If it weren't for the one experienced player they had, and some rather significant circumstance bonuses I applied to speed up the process, I suspect they would all have died there. The height of the drop ought to scale with tier. A 40-foot drop would have been much, much more manageable for tier 1-2.

Silver Crusade 4/5

There are some 1-5 and 1-7 adventures I've seen where the 1-2 subtier should probably be treated as subtier 2 instead, because they're too tough for a bunch of fresh level 1 PCs. This would probably be one of them.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Sesharan wrote:
The crevice in particular is very difficult for a party of unprepared PCs.

With respect, isn't that how it should be? Difficult for the unprepared? I mean it's not like "bring rope" is some obscure tactic/ability that no one could reasonably expect to need, like having to have Favored Enemy (plants) or something in order to progress.

Quote:
The height of the drop ought to scale with tier.

If memory serves, it does. I believe subtier 4-5 has a 100ft drop and a climb DC of 22 instead of 18.

Liberty's Edge 5/5

Adventuring 101: Have Rope.

Seriously... if a group of low level PC's can't handle a simple crevasse, then maybe they aren't cut out for adventuring.

4/5

Doesn't everyone just carry one of these around?

Silver Crusade 4/5

Andrew Christian wrote:

Adventuring 101: Have Rope.

Seriously... if a group of low level PC's can't handle a simple crevasse, then maybe they aren't cut out for adventuring.

Rope is heavy. I usually don't buy it for my low strength characters until I can afford a handy haversack. As I said, I played this with a level 4 halfling rogue with 10 strength, and I didn't bring rope.

But for those strength based front line types, there's no excuse.

Liberty's Edge 5/5

Fromper wrote:
Andrew Christian wrote:

Adventuring 101: Have Rope.

Seriously... if a group of low level PC's can't handle a simple crevasse, then maybe they aren't cut out for adventuring.

Rope is heavy. I usually don't buy it for my low strength characters until I can afford a handy haversack. As I said, I played this with a level 4 halfling rogue with 10 strength, and I didn't bring rope.

But for those strength based front line types, there's no excuse.

That's what ponies and porters are for.

Seriously. I have several low strength characters, and they all either have a Pony or a Porter.

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