Emerald Spire level 2 - The Cellars. Gorloth question *spoilers*


GM Discussion

Scarab Sages 2/5 5/55/55/55/5

According to his write up, Gorloth is supposed to flee through the secret passages when the fight starts to go badly for him. How does he do that if it takes a move action to open the passage?

It seems like the action economy is just going to get him killed if he tries that.


Move where it is on the map so it's behind the curtain. Then he just leaves it open.

Dark Archive 4/5 5/55/5 ****

Azten wrote:
Move where it is on the map so it's behind the curtain. Then he just leaves it open.

If it is being run for PFS, it would not be legal to move the door behind the curtain, as that falls outside the purview of what a GM can change. It is possible for Gorloth to make it through one of the secret exits, but it does require a PC or 2 failing a save to one of his spells. In terms of ways to get it to work, move him as if he were always planning on fleeing, but fighting as he goes.

For Example:
Turn 1: Casts Spell, moves to edge of curtain
Turn 2: Casts Spell, moves 5' from secret door
Turn 3: 5' step, open door, cast spell/melee
Turn 4: 5' step, cast spell/melee, close door (or close door and flee)

4/5

From My POV this tactic is to prevent him from killing chars with his DK power.
So if you got his Goons and have him running, he done.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Gorloth can't actually leave the level, and you will find plenty of tactics like these, where running away is just wasting an action.

As GM you have to decide, when the group has invalidated this tactic, if the PCs have already cleared the other rooms (and there is no point to running away) or the PCs have blocked all the exit routes, he might as well go down fighting.

That said, he is kinda longing for the embrace of death, so taking "stupid" actions that do not contradict his binding would work.

Also look out for level three and the light conditions (see my recent thread on the matter).

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