Valley of the Brain Collectors (GM Reference)


Iron Gods

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Check out his Item Creation ability: "A reclamation robot ignores all of the item creation feat requirements for creating a technological item..."

RPG Superstar 2009 Top 32

Zaister wrote:
Check out his Item Creation ability: "A reclamation robot ignores all of the item creation feat requirements for creating a technological item..."

But how does it make the skill check?

Paizo Employee Creative Director

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Lord Fyre wrote:
Zaister wrote:
Check out his Item Creation ability: "A reclamation robot ignores all of the item creation feat requirements for creating a technological item..."
But how does it make the skill check?

Untrained. The Item Creation ability lets it do that. I suppose you could also let it use a Knowledge skill if you want. And that said, feel free to give it a racial bonus to the Craft skill equal to its HD; that isn't going to affect it's CR whatsoever.


James Jacobs wrote:
Lord Fyre wrote:
Zaister wrote:
Check out his Item Creation ability: "A reclamation robot ignores all of the item creation feat requirements for creating a technological item..."
But how does it make the skill check?
Untrained. The Item Creation ability lets it do that. I suppose you could also let it use a Knowledge skill if you want. And that said, feel free to give it a racial bonus to the Craft skill equal to its HD; that isn't going to affect it's CR whatsoever.

Why do they get all Craft Skills as class as part of the Salvage ability if they don't get any ranks in it? Also most of the Technology Guide Craft DCs are 20+; untrained it has a +2 from INT as far as I can tell; which makes it nearly uselessly incompetent at what it supposedly was built for.

Maybe its (excessive, IMO) +34 Climb should be reduced to raise Craft (Mechanical) to a decent level?

Paizo Employee Creative Director

Cole Jenkins wrote:
James Jacobs wrote:
Lord Fyre wrote:
Zaister wrote:
Check out his Item Creation ability: "A reclamation robot ignores all of the item creation feat requirements for creating a technological item..."
But how does it make the skill check?
Untrained. The Item Creation ability lets it do that. I suppose you could also let it use a Knowledge skill if you want. And that said, feel free to give it a racial bonus to the Craft skill equal to its HD; that isn't going to affect it's CR whatsoever.

Why do they get all Craft Skills as class as part of the Salvage ability if they don't get any ranks in it? Also most of the Technology Guide Craft DCs are 20+; untrained it has a +2 from INT as far as I can tell; which makes it nearly uselessly incompetent at what it supposedly was built for.

Maybe its (excessive, IMO) +34 Climb should be reduced to raise Craft (Mechanical) to a decent level?

Because it was an error in design/development. Adjusting the Climb skill to raise Craft is a good solution.


James Jacobs wrote:


Because it was an error in design/development. Adjusting the Climb skill to raise Craft is a good solution.

Cool, thanks. I thought it was probably an error, but your previous reply had me thinking I was missing something.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

In the introduction to part 4 of this adventure a yah-thelgaad named Lthoon is mentioned that had some business with the intellect devourer Maukui, but the yah-thelgaad that pops up later in the final dungeon is named Dweller-In-Dark-Places. The introduction, however, reads af if these are the same creature. Am I right in assuming that or are they actually different entities?

The Exchange

I have a question about the Annihilator Robot...

The first one at the start of the module is damaged, and the PC's can get a close-up of it.

Is there room inside the Robot for a PC to sit in? More than one PC?


Andros, High Priest of Sarenrae wrote:

I have a question about the Annihilator Robot...

The first one at the start of the module is damaged, and the PC's can get a close-up of it.

Is there room inside the Robot for a PC to sit in? More than one PC?

The robots in Numeria weren't designed to be piloted, so I'd say there is no room for people in there.


What I've never understood is how the Annihilator Robots kidnap people. They can't pick up people (unless they have some retractable hand/claw for picking up metal to reload their guns) and no obvious way to secure them during travel.


Pathfinder Roleplaying Game Superscriber

The description of the ruined Annihilater says it was carrying cages filled with Kellid barbarians on its back. Not sure how they get in there, though.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

It says something about my player that as soon as he realized the thing by the lake was a dead starship, he said, "Okay, I have a scroll of Resurrection, we can fix that." Egads!

Is the ship actually dead, do we think, or just dying very slowly? If the latter, how about Heal or Regeneration?

I do think that even if it were restored to perfect health, it was never meant to be parked on a planet and likely cannot get off the ground under its own power. When I expressed this to the player, the discussion turned to means of getting it to teleport into orbit....


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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

I rewrote the Penitent Androids as having heard an early and partly-functional version of Unity's conversion speech. Realizing that this message was infecting their brains, all of them but Haba had taken a vow of silence (she was less affected and acts as leader and spokesman).

This creeped out the android PC nicely, and foreshadows some material in _Divinity Drive._ And the Luddite androids just didn't work for me. We've had quite enough "irrationally opposed to technology" already.

RPG Superstar 2009 Top 32

Mary Yamato wrote:

It says something about my player that as soon as he realized the thing by the lake was a dead starship, he said, "Okay, I have a scroll of Resurrection, we can fix that." Egads!

Is the ship actually dead, do we think, or just dying very slowly? If the latter, how about Heal or Regeneration?

I do think that even if it were restored to perfect health, it was never meant to be parked on a planet and likely cannot get off the ground under its own power. When I expressed this to the player, the discussion turned to means of getting it to teleport into orbit....

Could they control the shipmind?

But, given the age of the ship, Resurrection (a 7th level spell) would be needed.

I might suggest Wish to perform a Reverse Gravity of sufficient area to get all the way back to the upper atmosphere.


Creatures resurrected get the alignment and deity of the person casting the spell and have to consent. I doubt a Dominion shipmind would consent for anyone not evil and with no deity or a Dominion-friendly deity.

Dark Archive

Pathfinder Adventure Path Subscriber

Uh, what?

PRD wrote:


RESURRECTION
School conjuration (healing); Level cleric 7
Components V, S, M (diamond worth 10,000 gp), DF
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.

The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be resurrected).

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

It's from the 'this functions like Raise Dead' clause.

Dark Archive

Pathfinder Adventure Path Subscriber

I figured that might be the next statement.

PRD wrote:


RAISE DEAD
School conjuration (healing); Level cleric 5
Casting Time 1 minute
Components V, S, M (diamond worth 5,000 gp), DF
Range touch
Target dead creature touched
Duration instantaneous
Saving Throw none, see text; Spell Resistance yes (harmless)
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.

Just to be clear, I'm not questioning the consent part, just the part where the raised party gains the alignment and faith of the caster. That sounds house ruley to me.


I believe he meant that the ressurected ship would know the alignment and faith of the being resurrecting it (one use of 'Get') not that if would change to the alignement and faith of the one resurrecting it (another use of Get) .

Cool idea though , Not sure what I would do about allowing ressurection, one option is that the ship is a combination of several organisms and so would need multiple simultaneous ressurection effects .
If it did get ressurrected it would be under it's own control not the pc and will try to get the invasion of Golarion going again, depending on exactly what capabilities it ends up with that could be interesting


It's not from Raise Dead it's from the Magic section. This doesn't just aplly to Raise Dead but any method of reviving the dead.

PRD wrote:

Bringing Back the Dead: Several spells have the power to restore slain characters to life.

When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature's deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body. For more information on the planes, see Environment.

Negative Levels: Any creature brought back to life usually gains one or more permanent negative levels (see Special Abilities). These levels apply a penalty to most rolls until removed through spells such as restoration. If the character was 1st level at the time of death, he loses 2 points of Constitution instead of gaining a negative level.

Preventing Revivification: Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released.

Revivification against One's Will: A soul can't be returned to life if it doesn't wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.


Yeah, I meant it would know the caster's alignment, not adopt it itself. This clause seems intended to prevent you from raising enemies for your own purposes.

Dark Archive

Pathfinder Adventure Path Subscriber

Yep, that would be the bit I misunderstood. Consider my objections withdrawn! :)


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

The lunatic resurrection squad is at it again; they aren't satisfied with the plan to resurrect the dropship (they haven't done it yet but have promised to, and probably will), but are now also planning to raise Casandalee.

In the AP as written she's been dead too long, but I didn't stick to that (I didn't like the idea that Unity has been stalled for millenia; it makes the Unity threat seem too remote). They might have to scale up to True Resurrection, but they are weirdly obsessed with resurrection for some reason, and they might!

My question is: what will that do? I can see several possibilities:

(1) Casandalee's soul is "long gone" says the AP, but True Resurrection will drag it back anyway, and they will end up with a living android Casandalee--and an AI Casandalee. Casandalees for everyone!

(2) The AI contains Casandalee's soul, so she can't be raised unless it is "killed". If they kill it, they can resurrect her as an android (or as an AI?)

(3) Resurrecting android Casandalee will kill AI Casandalee. She might object to that.

(4) Resurrecting android Casandalee will de-soul AI Casandalee, leaving something sinisterly inhuman.

Related to this, I am wondering if in the past there was a living android Casandalee (who ran off to Iadenveigh and died there) and a "living" AI Casandalee (who got left at the Scar). Alternatively, the neurocam is like a Clone spell and the copy isn't "live" until the original dies. That would imply (2), I think.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

The PCs' reasoning about the dropship is that the shipmind is its mind, and the shipmind wants revenge against the Dominion; and also that being on-world really stinks for the dropship, so if they can get it off the ground it won't likely come back.

On the other hand, if the shipmind (which they did not kill) is its mind, it's not entirely dead.

The shipmind and the PC bloodrager had a rather moving telepathic conversation while the bloodrager's brain was sitting in a mi-go bottle, which is perhaps why he wants to raise it.


Does anyone have a list of the minis that they used for this part of the AP? I have a brain collector and a mi-go, and have some others that are good stand-ins for the actual creatures. I have a good assortment of D&D, Pathfinder, and Star Wars minis to choose from.


This is what I have so far. Feel free to suggest others.

Red Mold Ogre Spiders (huge) - Fiendish Giant Spider (D&D), Knobby White Spider (Star Wars)

Mad Paetyr, male human Druid - Tavern Brawler (?)

Yangethes - Verdant Reaver, Stormrage Shambler (D&D)

Hyrsek Caio, m tiefling slayer - Tiefling Blademaster or Tiefling Rogue

Torturer Robots (small) - I made these out of Legos to resemble Star Wars interrogator droids

Binox, Reclamation Robot - Octuptarra Droid (Star Wars)

Advanced Shambling Mounds - Stormrage Shambler

Gug - Green Slaad

Benevess Veskenti, Bhuta - Spectral Consort

Engine Attendant, lunarma sorcerer - Grell

Ugothokras - Kruthik Hatchlings

Maukui's Host, young adult void dragon - Huge Green Dragon

Paajgat the Flayer, f kyton cleric - Yuuzhan Vong Shaper (Star Wars)

Wayfinders

Mary Yamato wrote:

The lunatic resurrection squad is at it again; they aren't satisfied with the plan to resurrect the dropship (they haven't done it yet but have promised to, and probably will), but are now also planning to raise Casandalee.

In the AP as written she's been dead too long, but I didn't stick to that (I didn't like the idea that Unity has been stalled for millenia; it makes the Unity threat seem too remote). They might have to scale up to True Resurrection, but they are weirdly obsessed with resurrection for some reason, and they might!

My question is: what will that do? I can see several possibilities:

(1) Casandalee's soul is "long gone" says the AP, but True Resurrection will drag it back anyway, and they will end up with a living android Casandalee--and an AI Casandalee. Casandalees for everyone!

(2) The AI contains Casandalee's soul, so she can't be raised unless it is "killed". If they kill it, they can resurrect her as an android (or as an AI?)

(3) Resurrecting android Casandalee will kill AI Casandalee. She might object to that.

(4) Resurrecting android Casandalee will de-soul AI Casandalee, leaving something sinisterly inhuman.

Related to this, I am wondering if in the past there was a living android Casandalee (who ran off to Iadenveigh and died there) and a "living" AI Casandalee (who got left at the Scar). Alternatively, the neurocam is like a Clone spell and the copy isn't "live" until the original dies. That would imply (2), I think.

From what I understand, the AI is just a copy of the original person/intelligence. If her soul had been sucked into the AI facet, she would've dropped dead on the spot and the third book of the adventure path wouldn't exist. Instead of thinking of the AI as a clone, I prefer to think of it as a whole new person, born from the memories and experiences of Casandalee (who is now dead). Just treat them as two different people, and it simplifies things a lot.

As for bringing Casandalee back, I'd say that it's impossible as written. It says right in its description that True Resurrection functions like Raise Dead, so "If the subject’s soul is not willing to return, the spell does not work". If Casandalee's soul is already gone and off to another life, regardless of how long she's been dead, then it would be impossible.

The Exchange

RedRobe wrote:
Does anyone have a list of the minis that they used for this part of the AP? I have a brain collector and a mi-go, and have some others that are good stand-ins for the actual creatures. I have a good assortment of D&D, Pathfinder, and Star Wars minis to choose from.

The Punch-out mini's that come prepared for the Adventure Path are not too bad. They're not the same as a larger scale mini, but they do the trick...

The Exchange

So I have a DM question about area E7 [Guardpost]

Spoiler:

There are multiple charging stations in the area, which can charge (non-timeworn) equipment.

Can they charge silverdisks as well (and turn them back into batteries)?

My party intends to charge up all the silverdisks they can buy and resell them to the Cathedral of Abadar...


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

No, silverdisks are batteries that were burnt out trying to recharge them. They are dead.


Battery

Price 100 gp; Slot none; Weight 1 lb.; Capacity —; Usage —

Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It's more common and practical to charge such items with batteries. A battery looks like a small silver disk that's etched with strange lines—some people have taken to calling batteries "silverdisks" and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery's charge instantly fully depletes, and the item's internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item's charge. Inserting or ejecting a battery is a move action.

Placing a battery in a generator's charging slot can recharge it. However, each time a battery is recharged, there's a 20% chance that the battery is destroyed in the process. A destroyed battery is worth only 10 gp. The bulk of "silverdisks" in circulation today are destroyed batteries; one can tell a functional battery from a destroyed one by the way the circuitry seems to shimmer slightly when reflecting light. The circuitry in a charged battery glows with a soft blue radiance equal to that of a candle.

According to the Technology Guide, most silverdisks are destroyed batteries, but not all silverdisks are destroyed batteries. Some of the silverdisks in circulation as coins can be recharged. An unchargeable silverdisk is worth 10 gp, a charged silverdisk is worth 100 gp, and no price is listed for an uncharged but chargeable silverdisk. I presume that most people cannot tell an uncharged but chargeable silverdisk from an unchargeable silverdisk despite the slight shimmer; hence, it lacks a distinct price.

The rules say that a battery can be reharged at a generator, so the party might have to go to E9, Geothermal Generator Array, to charge their batteries. As the GM, decide whether Binox set up a battery recharge station in E7 for convenience.


Unhelpfully, all the Treasure references in Iron Gods list silverdisks or batteries, but nothing on charge status. I'm just assuming that if it lists silverdisks they are ruined batteries, and if it lists batteries they are charged. for simplicity's sake (I started out rolling randomly for the batteries, but stopped after Fires of Creation).

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

So the big green thing in Dominion of the Black article... I've been wondering about it for a long time about what it is..

Is it actually a picture of Dominion ship? I noticed just now that it has same silhouette as the other picture of dominion ship, shares same type of thrusters and has same look of "organic thing growing over mechanical parts" thing.

Dark Archive

Threeeeeeead Neeeecroooooooo!

Hey folks! Question for you. How *balanced* is Valley of the Brain Collectors for having two NPC companions (Isuma and Hyrsek) joining a six player party? That feels extremely powerful on the players' side, especially since a gunslinger and a slayer are both fairly powerful just on their classes alone. Did other GMs find that these additions resulted in a cakewalk? Did the developers/Paizo geniuses (stated genuinely, not sarcastically!) intend for the game to be balanced for an eight-player party? I'm a bit skeptical and unsure how I want to go about this.

Current player composition:
half orc melee slayer
half orc mechanic/traps guy rogue
human mobility melee skirmisher rogue
human wizard/technomancer
human bomber alchemist
strix gunslinger


I had this situation as well; I dealt with it by beefing up the CR of the individual encounters (in my case by three, but YMMV). It worked out pretty well.


Gnash-Yathuur Sandstalker wrote:
Threeeeeeead Neeeecroooooooo!

This is a sticky thread. It never dies, so it can't be necromanced.

Gnash-Yathuur Sandstalker wrote:

Hey folks! Question for you. How *balanced* is Valley of the Brain Collectors for having two NPC companions (Isuma and Hyrsek) joining a six player party? That feels extremely powerful on the players' side, especially since a gunslinger and a slayer are both fairly powerful just on their classes alone. Did other GMs find that these additions resulted in a cakewalk? Did the developers/Paizo geniuses (stated genuinely, not sarcastically!) intend for the game to be balanced for an eight-player party? I'm a bit skeptical and unsure how I want to go about this.

...

My party had 4 PCs, 1 full-level NPC party member, and 2 Leadership cohort NPCs before they met Isuma. Isuma was a fun temporary addition to the party.

Adding Hyrsek Caio seemed like too much crowding, so I had him work with the party only briefly. Hyrsek explained that he was tracking an unauthorized expedition lead by Technic League lieutenant Therace, but according to their tracks, the expedition had split up. He would accompany the party to the south (Sections I, J, and K), but what he had seen during scouting the north (Sections H and L, he had not reached M) appeared too scary. Besides, he secretly wanted to leave early to report to Ghartone that he had encountered a rival technological group. (My party, however, had fast travel and reached Starfall two weeks before Hyrsek could ride there on a horse.)

I added one encounter with a Neh-Thalggu patrol to Scar of the Spider, but for the most part the difficulty of the encounters was controlled by the pace the party set for themselves. If they camp by the entrance to the valley and rest after a 15-minute workday, they can keep the challenge light, except for unexpected random encounters.

Fortunately, my party set a fast pace for themselves and challenged themselves to their limit, which was higher than I expected. They cleared out Section M in one non-stop dungeon run. The Dominion hive complex is large enough that it must have been intended as a two-day dungeon crawl. My wife predicted that if the party retreated and rested, then the hive complex would partially restock itself by calling in my neh-thalggu patrols. Her character was the tactical expert for the party, so they listened to her.


Hey team, I need a bit of advice. I have my PC's going through the Dominion caves. They've got Casandalee's AI core, but they've decided to completely bypass the dweller-in-the-dark fight and I think they're going to abandon the place before they have to fight Maukui. They're having a hell of a time with Paajgat. They didn't even bother to cross the plasma pits. Has this happened to anybody else? Did you at all re-introduce either Maukui or the Dweller in the dark later on? If so, how did you do it?


Colbonation wrote:
Hey team, I need a bit of advice. I have my PC's going through the Dominion caves. They've got Casandalee's AI core, but they've decided to completely bypass the dweller-in-the-dark fight and I think they're going to abandon the place before they have to fight Maukui. They're having a hell of a time with Paajgat. They didn't even bother to cross the plasma pits. Has this happened to anybody else? Did you at all re-introduce either Maukui or the Dweller in the dark later on? If so, how did you do it?

I re-introduced the Dweller in the Dark in Palace of the Fallen Stars, but the plot hooks I used were the kind of thing that your party seems to have ignored. He had escaped via Dimension Door and decided to set up a new base outside Starfall where a year ago one of his intellect devourers had taken over a local farmer. My party tracked him down to finish him off. See Inconspicuous PCs Unmotivated in Palace of Fallen Stars.

You could simply let your party ignore the rest of the Dominion Hive to the chagrin of Casandalee: "You left an alien menace active in that valley? They are creatures of absolute horror who will peel your world like a fengar fruit!" If the PCs don't care, then trying to make them care will be a wasted effort. My own party skipped a lot of the Scar of the Spider because once they found out about the alien invasion, that became all-important to them. Thus, they began the next module a level short.

Did Hyrsek Caio report to the Technic League? Then the Technic League could go to the Scar of the Spider and finish off the hive. Let them display all the treasures and alien creatures they obtained in their expedition there--they can bring back a lot of stuff quickly via the Teleport spell. A parade hauling the demolished annihilator robot would be fun, especially if the party had destroyed it and the Technic League claimed credit. I had the Technic League salvage the plasma units that heated the plasma pits and plan to go into competition with the torch in Torch.

RPG Superstar 2014 Top 32

Has anyone worked out what to do if someone wants to specifically target the Brains on the Yah-thelgaad? Such as individual hit points/hardness on top of the creatures HP?
It seems like a decent tactic to target a Brain to hamper its spellcasting via negative levels.

My players will be starting this book soon, but probably wont make it to this point for a few months.


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Grumpus, my players have almost finished this module and never tried this tactic, but it sounds like an interesting alternative. First, you have to determine whether the blisters where the brains are stored will be tough or easy to damage. The monster entry un the Bestiary doesn't say explicitly; but from the descriptions I've read, the appearance of the Neh-Thalggu suggests the blister is some sort of hard, chitinous material. I see two simple ways to handle this:

1. If you consider the blisters to be lightly armored sacs for holding brains, then give them hit points and AC similar to that used for a swallowed creature cutting its way free from inside another creature. 1/10 of total HP and AC equal 10 plus 1/2 of any natural armor and no bonuses for Dex or size.

2. If you want the blisters to be tougher and harder to hit, consider using the called shot rules from UC. I'd consider targeting the blisters to be at least tricky with a successful called shot damaging the brain and causing one negative level and a critical hit destroying the brain and causing 2 negative levels.

RPG Superstar 2014 Top 32

Good ideas, my party will probably murder this thing with no issues anyway, so I end up worrying about details like this for nothing.


Anyone still playing Valley of the Brain Collectors? I am preparing to resume my campaign that's been on pause since September 2017 so I could finish a home brew campaign.


RedRobe wrote:
Anyone still playing Valley of the Brain Collectors? I am preparing to resume my campaign that's been on pause since September 2017 so I could finish a home brew campaign.

I'm currently finishing up the book with one of my Iron Gods groups (the other one is at level 16 in the last book already).

They just hit level 12, and I'm expecting them to finish in 2 sessions or so.

Liberty's Edge

I just finished Valley of the Brain Collectors last week for my group, they went back to torch to resupply before heading to Starfall.
The party is very afraid of the League because I added an encounter after Book 3 where a captain confronted them and nearly killed the whole party.

During the Valley of the Brain collectors, i skipped the entire mi-Go part, the fights seemed repetitive and my group does not get much play time normally, so it seemed best to no use it. Plus, the Mi-Go part does not help the story at all.

for the Dominion, I played up the science nature of them and had Maukui describe his plans for using an AI to make infinite energy. Once the dominion figures out how she works, they will mass produce intelligent life then hook them up to feed on its psychic energy. It added an interesting moral dilemma for the players as one player hates all robots and was actually alright with AI as a torture battery.


RedRobe wrote:
Anyone still playing Valley of the Brain Collectors? I am preparing to resume my campaign that's been on pause since September 2017 so I could finish a home brew campaign.

Yeah, my PCs are in the Dominion Hive now and almost bought it on the Annihilator Robot. Robots having full attacks with both ranged and melee attacks hurt.

That being said, I've been finding this ap particularly deadly. I had three PCs get disintegrated on the Colour Out of Space in just this book. I have a party of six PCs plus two NPCs: Sanvil from book 1, and Isuma from this book.


Bahamut wrote:
RedRobe wrote:
Anyone still playing Valley of the Brain Collectors? I am preparing to resume my campaign that's been on pause since September 2017 so I could finish a home brew campaign.

Yeah, my PCs are in the Dominion Hive now and almost bought it on the Annihilator Robot. Robots having full attacks with both ranged and melee attacks hurt.

That being said, I've been finding this ap particularly deadly. I had three PCs get disintegrated on the Colour Out of Space in just this book. I have a party of six PCs plus two NPCs: Sanvil from book 1, and Isuma from this book.

What mini are you using for the annihilator? I picked up the pawns, but had to look elsewhere for that particular robot. One of my players bought me a Transformers Skorponok movie figure, so that's what I will use.


In the Decomposing Dropship, Room L3 says the Rotting Floor is trapped, but the map doesn't show any trapped areas. Am I correct in assuming that this means stepping anywhere in that room will trigger the trap?


Regarding your first question: I play via roll20, so I have tokens for all creatures. But you could print them out, glue them onto a washer and glue an epoxy sticker on top of it, to give it a nice 3D-like effect.
You can find my Iron Gods tokens here (german site): Click

Regarding your second question: I think that is correct. I think I handled it that way, that the first character had to roll a reflex throw (after he failed the spot check I secretly rolled for him)


I have a few minutes here, so I'll try to be quick~

I'm having trouble picturing exactly how the Disposal (M4) should play out. What did you guys do with it?

A few things that are making me ponder is:

It says after 2 rounds of door activation, the trap activates. So you would make 3 tentacle attacks to targets within 20 feet of the door of M4. It also states "creatures grabbed is pulled into area m4 at the end of the round".

Did you guys have the tentacles roll a Grapple following the "hit" to "Initiate" then a secondary one to pull them in? Or just auto pull in the same round as the trap activates?

I'm just wondering if I just give these tentacles some health if ideally they are there long enough to be hacked at.

Personally I just picture it as a swift single action, but adjudicating actions with grapple in a trap scenario has me a tad confused here.

Thanks!

~Chillergy


I don't know if folks check these threads anymore, but I'm running this AP and I don't understand any PC motivation to visit the androids. The PCs hear about the 4-armed woman and it is super obvious to go try to find her, but why would the PCs bother to go talk to the "group of strange humans." My PCs are showing no interest at all. Maybe that's fine for them to skip it...

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