7-05 School of Spirits


GM Discussion

Liberty's Edge 4/5 Venture-Captain, Virginia—Richmond aka Slothsy

The chronicle sheets for School of Spirits seems to have the wrong subtiers listed for items available. For example, the "All Tiers" include the Ghostsight Gloves, which only appear in subtier 4-5, as well as a number of other items. While all the items listed under "Subtier 4-5" appear in both subtiers, I'm fairly certain the two were switched.

Scarab Sages

Rigby Bendele wrote:
The chronicle sheets for School of Spirits seems to have the wrong subtiers listed for items available. For example, the "All Tiers" include the Ghostsight Gloves, which only appear in subtier 4-5, as well as a number of other items. While all the items listed under "Subtier 4-5" appear in both subtiers, I'm fairly certain the two were switched.

I just checked all the items on the Chronicle Sheet, and it does appear they switched the boxes. Nice catch! I don't always look at that.

Any chance this can be updated in the PDF? I wouldn't imagine it to be very difficult, but I could be wrong. ;)


Is it just me or is Junia's Etheric Tether improperly described? The problems I see are:

1. The concentration does not have a DC unless it is interrupted like casting a spell. Then the DC is 15 + 2 * spell level, where the spell level is 1 + 1 per 10 feet the spirit is farther than 50.

2. The maximum range is 100 for concentration, but in the block no maximum range is given.

3. Both of the above only actually apply for the ectoplasmic form. Junia's spirit can only manifest itself as incorporeal which has a hard limit of 50 feet.

4. The spirit can be outside the line of effect for 2 rounds, not 1, as Junia is level 2.

Additionally, the following problems appear in the surrounding stat block:

1. The phantom's focus is listed as "devotion" when it should be "dedication".

2. The slam attack is +4 (1d6 + 2). The phantom has BAB +2, Dexterity +2, and Strength +1, although I'm not sure how that last bit works when it's incorporeal. I guess here they use Dexterity to hit (like a normal incorporeal creature) and for damage (which there is no precedent for either way).

3. Somehow 2d10 + 5 amounts to 27 HP. It should actually by 16.

2/5

I'd chalk up J having a less effective Etheric Tether than normal to the issues raised in the sidebar on page 8. J is not a trained or experienced spiritualist, so her abilities aren't well honed.

Incorporeal works just fine as a slam attack if your target is also incorporeal.

2/5

The reporting conditions for this scenario impact one faction and there are special boons for this faction on the chronicle. However, the faction is not mentioned in the official scenario description. Am I allowed to tell my players what faction is involved before they select characters? Some of the descriptions for Season Six scenarios call out the faction(s) involved.

Silver Crusade 5/5

robertness wrote:
The reporting conditions for this scenario impact one faction and there are special boons for this faction on the chronicle. However, the faction is not mentioned in the official scenario description. Am I allowed to tell my players what faction is involved before they select characters? Some of the descriptions for Season Six scenarios call out the faction(s) involved.

I would say you absolutely can give people at your table the heads-up that this scenario has Liberty's Edge faction content. However there is the risk of some spoilers if L.E. character have played Black Waters, or if the player played BW back when faction missions were still a thing.

Such a warning is part of my normal routine when I run a season 5+ scenario that has faction content. I wouldn't say anything more than "Hey guys, we're playing 7-5 School of spirits, head-up, this scenario does have some content for L.E. characters."

Liberty's Edge 4/5 Venture-Captain, Virginia—Richmond aka Slothsy

I gave my players a head's up about the Liberty's Edge faction missions. None of them ended up playing their L.E. characters anyway. I greatly appreciate that the ABCD reporting allows for communication that no LE faction players were at the table - I felt that it was an issue that Season 5 Qadira faction missions seemed to have been overly determined by those outside of the faction. Kudos!

5/5

I am busy prepping this and I have to say the mapping for this module is incredibly annoying.

The two maps of the greenhouse area are fine, they look like they will work OK but the rest are terrible. The map provided for the first encounter seems to have been chosen because it will fit the page layout rather than because it is appropriate for the encounter. Using the narrow alley map in fact makes it incredibly difficult to simulate what is supposed to happen because it will be almost impossible for the enemy to surround J.

Area C is especially annoying. We have multiple named and numbered locations for Area C but no map showing how they interrelate. Instead we get one pretty pointless big empty room for the encounter taking up loads of space to no effect whatsoever.

That is really quite disappointing and is the sort of basic failure you would expect to be caught in the editing process. It's a shame as the actual scenario looks interesting with lots of opportunities for different play styles.

Silver Crusade 5/5

The alley map is pretty annoying. I would guess part C is numbered the way it is to provide a guide for the GM to follow, there's no map for the first three parts to act C because no map is needed. There's no map needed for the classroom because as long as the PC's are in the classroom, they're going to get hit by the haunt and be able to interact with the haunt if they get the chance to act before the haunt occurs. The map for the encounter in part C isn't fancy, but it's quick and easy to draw out and gets the job done.


My question for this is the 500 gold that they recieve for handing over the paperwork.

As Im still kinda new to GMing for Society and the other guy that is GMing with me has no clue.

Do my players get it or is it figured in the payout in the subtier?

Silver Crusade 5/5

Jon Brumfield wrote:

My question for this is the 500 gold that they recieve for handing over the paperwork.

As Im still kinda new to GMing for Society and the other guy that is GMing with me has no clue.

Do my players get it or is it figured in the payout in the subtier?

That is already accounted for in the gold that the players receive on their chronicles, no extra work required from the GM.

Second Seekers (Luwazi Elsbo) 5/5 ⦵⦵ Venture-Lieutenant, North Carolina—Charlotte aka eddv

Unless I am missing something on the reporting sheet for the site, it seems that this one is missing.

I just finished running this and would like to report the session. Any word on when this will be fixed?

Liberty's Edge

eddv wrote:

Unless I am missing something on the reporting sheet for the site, it seems that this one is missing.

I just finished running this and would like to report the session. Any word on when this will be fixed?

I've got the same issue. I can report anything in Season 7 up to -09 except for this scenario.

Paizo Employee 5/5 Assistant Developer

eddv wrote:

Unless I am missing something on the reporting sheet for the site, it seems that this one is missing.

I just finished running this and would like to report the session. Any word on when this will be fixed?

D'oh, thanks for bringing this issue to our attention. It should be fixed now. Let me know if you have any further issues with reporting.

The Exchange 5/5

Played this one this last Sunday at a local CON.

Everything clicked. Great judge, fun players, good scenario. Lot of fun.

Didn't have a combat round in the entire game... and only once took damage (which was close - dropped "J" and our Cleric into negative HP, and scared several of the rest of us. I do hate haunts - but this one was done well.).

Loved the tie ins with older scenarios... just wish I had used a re-play to play 0-06 before playing this one.

May see if I can put together a Halloween run of the two in CORE....

Liberty's Edge

Linda Zayas-Palmer wrote:
D'oh, thanks for bringing this issue to our attention. It should be fixed now. Let me know if you have any further issues with reporting.

Seems to be working now, thanks.

Silver Crusade 5/5 Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

Is there a reason why the advanced mandragora doesn't have the normal mandragora's 10' reach a normal mandragora has on its slams?

The "missing" ruins map(s) were incredibly confusing until I reread everything and realized there was no chance of combat in those rooms. Not mapping the stuff makes sense now, but if it comes up again, a note explaining it would be appreciated. Kind of a usability problem for those of us who are prepping late at night, thinking we're out of our minds! :)

Grand Lodge 5/5 Venture-Lieutenant, Oregon—Portland aka xebeche

It seems to me that GMs applying credit to one of their characters from Liberty's Edge must pick one of the two mutually exclusive boons. I'd go a step further and recommend that they take the boon appropriate to the party's decision. Anyone else have feelings on this?

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West aka JohnF

I think that would be a very bad idea. GMs don't get chronicles based on the actions of the party - even if the party misses large parts of the scenario, fails at multiple checks, or even ends up with a TPK, the GM chronicles don't reflect that.

In fact, the guide to organized play explicitly says "The GM may select any special boons bestowed by a Chronicle sheet ..." (emphasis mine). So the GM may pick whichever of the two boons he prefers.

Grand Lodge 5/5 Venture-Captain, New Zealand—Dunedin aka dinketry

jmclaus wrote:

Is it just me or is Junia's Etheric Tether improperly described? The problems I see are:

One other nit-picking note: Junia's Etheric Tether stats refer to Grishan being sent back to the Astral Plane. And later, in the same stat block, the Ethereal Plane.

Those phantoms sure do get around. What a menace.

-D


Terminalmancer wrote:
Is there a reason why the advanced mandragora doesn't have the normal mandragora's 10' reach a normal mandragora has on its slams?

The listing shows it to be a bog-standard advanced mandragora, and even lists the page # for reference in Bestiary 2. Because of this, I'd assume it's the standard creature and refer to Bestiary 2 for any issues. So I'd run it with reach in tier 4-5.

Paul Trani wrote:
Junia's Etheric Tether stats refer to Grishan being sent back to the Astral Plane. And later, in the same stat block, the Ethereal Plane.

For GMs who didn't find it obvious, it should be the ethereal plane in all cases, so cross off "astral," top left side of page 8.

jmclaus wrote:
The phantom's focus is listed as "devotion" when it should be "dedication".

Again for GMs who don't see this, it's on page 7, lower right, under Junia's "SQ" section.

Other issues

The module is great, but has 2 other issues. The first is on page 4:

Quote:
Knowing he was no match against the allip, Grishan instead hid Junia’s still living soul deep in the Ethereal Plane. Without the spark of life within her, Junia fell into a catatonic state between life and death, while the ruby salamander ring kept her body alive.

This retcons the original module, Black Waters. (Spoilers incoming.) In that module, the allip "dined" on Junia until she hit wisdom 0, and that left her in a catatonic state. The allip had no ability to kill her or turn her into another allip, so it's perfectly reasonable for her to simply remain in that state as the allip feeds on her for years.

Since the explanations are contradictory and left up to GM discretion, I'm going to stick with the Black Waters story (since it's mechanically supported by the ruleset), and probably just not mention Grishan's "soul saving" attempts. If necessary, since allips drive their comatose victims insane, I'll say Grishan protected her sanity. Next issue:

Quote:
Deris Marlinchen, the father of one of the students, finally left the Drownyard after a decade of speaking to spirits no one else could see. However, Deris was not hallucinating, and his presence soothed one of the angriest spirits in the ruined school—his daughter, Cassiel Marlinchen.

The only real issue here is the word "left." Deris, at least in the canonical ending of Black Waters, dies in the drownyard due to starvation or combat. He refuses to leave, and is even stated to stealth back in if the PCs somehow dragged him above ground. So while Deris "left," it's not like he walked away. He dead. If your players go through the normal ending of Black Waters, Deris Marlinchen's corpse should be down there somewhere (and, due to the necromantic magic of the drownyard as mentioned on page 7 of Black Waters, his corpse should show the wounds/starvation that killed him, but be otherwise preserved). AND, that's a great explanation for why his daughter's harmless ghost in Black Waters becomes the great malevolent monster in School of Spirits.

Silver Crusade 5/5

Actually, as far as I can see, there's no such text stating that he sneaks back in. The relevant section:

Page 9:
Now that he has seen his daughter, Marlinchen will continue no further, convinced she sees him and wants to leave. It takes the PCs restraining Marlinchen (and possibly fighting him in a room soon to be filled with ghouls) to get him to leave her behind—otherwise, he remains here until he succumbs to starvation.

It seems that this scenario is saying that restraining him and dragging him out was actually the canonical outcome.

Grand Lodge 4/5 Venture-Agent, Nevada—Las Vegas aka kinevon

In my experience, actually...

Spoiler:
He usually gets murder hoboed, or is left tied up and helpless when the ghouls come in, making his fate rather ... gruesome

Dark Archive

I have a question about the Libertys Edge season 7 faction CARD. I am asking it here bc it came up in this scenario, and I do not want to post spoilers in a general faction card discussion (besides, ppl go off the rails instantly)

Did anyone give credit for

Liberate one or more slaves, captives, or hostages during an adventure

The speech Cassiel gives makes me at least consider it, but this hasnt come up before. Since allips are formed by suicide I am leaning strongly towards not allowing it but hoped for some feedback.

And also about undead/trapped/imprisoned souls in general. I had always thought of Libertys Edge as only dealing in humans, but the general mandate about corruption made me think a cleric of pharasma who was lib edge could make claims to returning souls to the River of Souls by freeing them from undeath... etc.

But ya, School of Spirits. Right now my Libertys Edge PC got a nice boon on his chron sheet but zippo on the faction card and i am trying (within the rules) to find out more specifically what a slave, captive or hostage is.

3/5 Venture-Agent, Canada—Alberta—Grand Prairie aka DM Livgin

How should we bring it back on to the rails if the PCs open with an intimidate check and scare the thugs away before the phantom shows up?

The phantom stays a secret until he has a reason to expose himself later? Or J is shaken up from the fight and he appears to comfort her?

Any advice?

Sovereign Court 4/5 Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

Ward Davis wrote:

How should we bring it back on to the rails if the PCs open with an intimidate check and scare the thugs away before the phantom shows up?

The phantom stays a secret until he has a reason to expose himself later? Or J is shaken up from the fight and he appears to comfort her?

Any advice?

That would work.

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