Quick question about Temple of Empyreal Enlightenment and Heresy points


GM Discussion

Shadow Lodge 2/5

Okay so I'm doing my prep for Temple tonight and I'm reviewing the Heresy points system and this question arouse. If a player collects a lot of heresy points (like say all of them) do they have to reroll for each point they have collected or just once and the amount doesn't matter? Anyone know of an answer to this one way or another?

4/5

Each point is one re-roll. If they have three points, the first three rolls need to be re-rolled.

Shadow Lodge 2/5

GinoA wrote:
Each point is one re-roll. If they have three points, the first three rolls need to be re-rolled.

Okay so it only applies 1 per roll and only last for a number of rolls equal to the amount of heresy points they have?

i.e. 2 points means that they reroll the first 2 rolls they have and then no more correct?

Grand Lodge 4/5

As far as I'm aware, that is correct.

Lantern Lodge 5/5

"Roll two d20, keep the lowest" for a number of d20 rolls equal to their Heresy points.

Shadow Lodge 4/5

doc the grey wrote:
GinoA wrote:
Each point is one re-roll. If they have three points, the first three rolls need to be re-rolled.

Okay so it only applies 1 per roll and only last for a number of rolls equal to the amount of heresy points they have?

i.e. 2 points means that they reroll the first 2 rolls they have and then no more correct?

That's how I ran it.

Makes the final encounter very hard, especially at low levels. I've not had it myself, but have heard of TPKs because of this effect.

3/5

They add difficulty to an already hard encounter.

if the PCs try and murder hobo their way to the boss they could put themselves in serious jeopardy

Grand Lodge 4/5

Jayson MF Kip wrote:
"Roll two d20, keep the lowest" for a number of d20 rolls equal to their Heresy points.

Man, did our GM misunderstand that one,

He was having us roll Xd20, with x = number of heresy points +1, for the whole encounter. Gah. My rogue was in the best shape, with only 1 heresy point, so only rolling 2d20.

So, someone with 5 heresy points should just have been rolling 2d20, take the worst, for five d20 rolls?

Grand Lodge 4/5

kinevon wrote:
So, someone with 5 heresy points should just have been rolling 2d20, take the worst, for five d20 rolls?

Correct. One of the more misunderstood mechanics in PFS scenarios so far.

Grand Lodge 4/5

Steven Schopmeyer wrote:
kinevon wrote:
So, someone with 5 heresy points should just have been rolling 2d20, take the worst, for five d20 rolls?
Correct. One of the more misunderstood mechanics in PFS scenarios so far.

Um, yeah. If not for Channels and such, we would have TPKed, given our heaviest hitter was rolling 5d20, take the worst one, for the entire encounter.

At least we caught the Mass Inflict issue, so it wasn't able to whack everyone with it, and heal itself.

Spoiler:
Well, checked the info on my session here, turns out that that is one of the other local GMs at whose table I prefer not to play.

Of course, it doesn't help that two of our local VOs, or former VOs, have issues with GMing...

Grand Lodge 2/5

Don't make the same mistakes my GM made when we ran it.

Spoiler:
For instance, in the yoga room, there is a mantra on the wall. If anyone is trained in linguistics prompt them to make a check. Our GM just assumed we would roll it on our own. If you don't want to give the players the idea that something is up, take a look at their sheets before hand.

Also in the library room, we found "religious books" the GM gave us exerts from the books and expected us to know to know knowledge: religion to verify if the stuff was correct. Why in the world would we as PCs presume to know more about a religion than what we find in a book in the library of a temple for that deity? If anything that should have prompted a kn: religion roll because if we do know anything about religion, that should have prompted a thought in our head that something may be off and require a check instead of us having to make up a reason to roll it on our own.

Likewise with the speech given by the "head priest". If our character knows anything about religion, then that speech should have prompted a check instead of us having to think to roll it on our own.

(again, about those two religion prompts, if you don't want to give stuff away to the characters by asking them to roll, look at their sheets in advance and take note of their skill lvl if any of them have kn: religion trained)

Lastly, I don't know exactly how it's worded as I haven't read the scenario, but I wouldn't give players heresy points for sticking their hand in the statue if they know it's a trap and are trying to disable/discern it. They should only get heresy points (again, this is just my opinion as I haven't read the scenario) if they put their hand in the statue as an act of reverence/worship.

Though one thing our GM did do nicely was allow an adjacent player to make a reflex save to save the guy that failed his will save for the suicide haunt. Seriously, who puts a save or death anything in a scenario?

Grand Lodge 4/5

claudekennilol wrote:

Don't make the same mistakes my GM made when we ran it.

** spoiler omitted **

Spoiler:
Seriously, who puts a save or death anything in a scenario?

Joshua Frost, for one.

After all, he has a 3rd level negative channeling cleric in sub-tier 1-2 of a scenario, with her tactics to use her channel either to heal her undead bodyguard or harm the party, whichever is more effective. So, 6 uses, 2d6 negative energy, DC 15 or 16. Doesn't take long before those 1st level PCs are down, and another channel would kill them outright...

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