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Does Surma get to chose the effect of the gaze individually for each target, or only a single effect applies to all targets per round? I cannot seem to find anything in the Bestiary or the scenario indicating either. If there former, Surma could theoretically stun some characters while focusing the curse effect on someone about to get a spell in the face. And if any PCs are down, unconscious, hit them with 1d4 damage to push them closer to death.

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Does Surma get to chose the effect of the gaze individually for each target, or only a single effect applies to all targets per round? I cannot seem to find anything in the Bestiary or the scenario indicating either. If there former, Surma could theoretically stun some characters while focusing the curse effect on someone about to get a spell in the face. And if any PCs are down, unconscious, hit them with 1d4 damage to push them closer to death.
I ran it as she chose each time someone was forced to save with her making the choice of which to apply before the save is made. I generally tried to confuse big melee types next to squishies or stun people who were flying or using dangerous weapons. The 1d4 damage is almost never going to be a good choice and neither is shaken in comparison to stun or confuse.

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I'll be running this in a week and a half and I'm concerned about the high DC's on everything. The encounter with the 2 guards in particular seems like it will most likely result in a fight - some of my characters couldn't make a single one of those checks.
The 'chase' and library checks are more reasonable with the auto-aiding, but still tough. I disagree with the skill used though. Knowledge (Nature) is explicitly described as covering Seasons, Cycles, and Weather. It is a more accurate choice for agriculture than survival and more accurate for astronomy than Knowledge (Geography).
The lich's skills seem lacking. A guy who specializes in knowledge not knowing anything about geography is disappointing but arguable - but not knowing anything about his captor of thousands of years? He really should know something about Planes.
About the chase. What if people have abilities that specifically lessen storms and give allies bonuses to saves against them? Should that just turn into bonuses on the chase rolls?

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Bob Jonquet wrote:Does Surma get to chose the effect of the gaze individually for each target, or only a single effect applies to all targets per round? I cannot seem to find anything in the Bestiary or the scenario indicating either. If there former, Surma could theoretically stun some characters while focusing the curse effect on someone about to get a spell in the face. And if any PCs are down, unconscious, hit them with 1d4 damage to push them closer to death.I ran it as she chose each time someone was forced to save with her making the choice of which to apply before the save is made. I generally tried to confuse big melee types next to squishies or stun people who were flying or using dangerous weapons. The 1d4 damage is almost never going to be a good choice and neither is shaken in comparison to stun or confuse.
The scenario is silent on the issue because the ability is supposed to function as written in the original aghash bestiary entry (which admittedly isn't 100% clear on how it's supposed to work). I agree with andreww--Surma gets to choose each time.

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Would detect evil show in a8 ?
Would it detect evil auras in the dark iris room? Yes, certainly, there are 12 evil creatures inside the cylinder and it's not thick enough to block the spell. I'd say the device itself probably also detects as evil, considering its origin and purpose, both before and after Sinuhotep's modifications.

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I'll be running this in a week and a half and I'm concerned about the high DC's on everything. The encounter with the 2 guards in particular seems like it will most likely result in a fight - some of my characters couldn't make a single one of those checks.
The DCs in the encounter with the guards are intentionally tough--they're devoted guardians and will not let anyone pass unless they're really impressed with the PCs. Based on a few play-throughs that I've personally run or heard about from other GMs, I think it's slightly more likely that the PCs succeed than that they fail.
The 'chase' and library checks are more reasonable with the auto-aiding, but still tough. I disagree with the skill used though. Knowledge (Nature) is explicitly described as covering Seasons, Cycles, and Weather. It is a more accurate choice for agriculture than survival and more accurate for astronomy than Knowledge (Geography).
I think you have a point about Knowledge (nature) being more accurate choice for agriculture. However, I disagree on it being more accurate for astronomy--as per the technology guide, geography is what you use. (Link, see the last paragraph.)
The lich's skills seem lacking. A guy who specializes in knowledge not knowing anything about geography is disappointing but arguable - but not knowing anything about his captor of thousands of years? He really should know something about Planes.
His primary focus as a sage was pharaohs and their immortality rites, so arcana, history, nobility, and religion were the most relevant skills for his field of expertise. I was tempted to give him 1 rank in a lot of other skills (as I would do if he was a PC), but I didn't want any more "stat block bloat" as I was already dangerously close to the word limit for the scenario.
About the chase. What if people have abilities that specifically lessen storms and give allies bonuses to saves against them? Should that just turn into bonuses on the chase rolls?
Yes, that sounds like a good idea. If they happen to have just the right spell, give them a +4 bonus, or allow them to skip some of the obstacles.
Thanks for the good questions and comments, James!

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Seems area a.8 should be 50 ft high per text in scenario. Also map indicates an opening on north side of it. Easy to notice and access.
Is a.10 100 ft high or lower?
The scenario says that "The tops of the pillars as well as the ledges
(areas A9 and A10) are 50 feet off the ground", i.e. A9, A10, and the tops of the pillars are at an elevation of 50 ft. (counting from the bottom of the canyon). So if you're up on the ledge in A9, it should be relatively easy to just leap from pillar to pillar to A10.
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The DCs in the encounter with the guards are intentionally tough--they're devoted guardians and will not let anyone pass unless they're really impressed with the PCs. Based on a few play-throughs that I've personally run or heard about from other GMs, I think it's slightly more likely that the PCs succeed than that they fail.
I have run it three times. One group got passed them without incident. One group just failed to impress Ardashir, combat broke out and they had a rough time. I gave them a chance to end hostilities after they finally managed to bring him down. One group impressed both of them then the Witch tried a charm hex on Ardashir which he easily saved against. I gave them an emergency diplomacy check to smooth things over which they only jut hit.

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I think you have a point about Knowledge (nature) being more accurate choice for agriculture. However, I disagree on it being more accurate for astronomy--as per the technology guide, geography is what you use. (Link, see the last paragraph.)
Cool, learning new things myself.

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So, I am really confused about the continuity between this adventure and Beacon Below.
I'd just like to ensure that there aren't any details I'm missing, or if the change in continuity was deliberate for the purpose of the story. I also would like to say that besides this gnawing detail, I otherwise enjoyed the adventure immensely when I played it and after reading to run in the future, am excited to run it. Thanks so much, and I hope I'm not being a bother.

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** spoiler omitted **

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That's how I (the author of Ancients' Anguish) also understood it:
As for the apprentices he smuggled in, my intention was that they were people he found after fleeing the Sanctum (rather than his original apprentices). He probably used invisibility and other spells and abilities to smuggle them past the scorpionfolk. Using the back door was quite dangerous, so he probably wouldn't have risked destroying the vault unless someone broke in--which is what happened in the Beacon Below.
Anyway, glad to hear you enjoyed the scenario! :)

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I have two questions about this scenario:
2) I'm unsure of Sinuhotep's part in any battle with Surma. Can he use magic to aid the party?

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1) Both areas are cave entrances 50ft above the floor, even with the pillar tops. There would certainly be some sand piled up in them, but strong windstorms could periodically blow them clear.
2) Sinuhotep is barred from exiting A10. Judging from the description of him falling to his knees, I took that to be the binding preventing him from acting against Surma.

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Well, it's going to be a moot point for my players. They're half a round from a TPK with the Attack of the Accursed Ones. They were simply too squishy and stood toe to toe once the multiple attacks began instead of staying on the run.

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It's a pretty dangerous encounter, even for a strong party. The problem your party is facing, is that they are scattered all over the place, meaning whatever frontliners can't protect the squishies. You could try and hint at it by having the ghuls herd the PC's towards one of the corners/rooms and by having the statue not leave the area where it comes from.

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The statue does have trouble manouvering through the rest of the room as the columns will force it to squeeze if it wants to pursue them.
Its is a dangerous encounter, I have run the scenario four times now and twice the entire party has fled only to return later after healing up and (in both cases) raising a dead party member.

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Overall I liked the scenario. The chase sequence went quick and set the desert adventure tone. I also appreciate the ability to diplomacy past encounters.
However, the skill challenge was absolutely terrible. We are pathfinders and we have to make fort saves and strength checks to move around books (although the GM referred to them as books I’m thinking they were tablets?). There should’ve been a 25% progress on failures during this part. Then we had to do essentially the same skill checks to make 100% progress twice. It was really boring and wasn’t even a puzzle. It soaked up much of the adventure.
I would’ve rather found like a few riddles or descriptions on how to operate the device in the next room and let the players figure that out.
The final fight was brutal but fair. We ended up fighting the lich. Round 1 he put a wall of blades in the center of the room. Then kept teleporting around forcing the martials to run through it.
We didnt’t destroy the philactory though we still delivered it to the soceity.
Without the skill encounter this would’ve been one of my favorites.

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However, the skill challenge was absolutely terrible. We are pathfinders and we have to make fort saves and strength checks to move around books (although the GM referred to them as books I’m thinking they were tablets?).
Yes, they are stone tablets.
Moving: Many of the tablets are broken, stuck between other tablets, or lie under collapsed shelves, and the PCs must move them by making Strength checks. After rolling a Strength check, the PC may decide to push herself and add 5 to the final result. Doing so also gives the PC the fatigued condition unless he succeeds at a DC 15 Fortitude save. If already fatigued, the PC becomes exhausted instead. An exhausted PC cannot push herself.

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Note: Surma has SR 15 in both tiers. Seriously!? That's the SR of an Aghash Div in the bestiary... which is CR 4.
At Cr 12 (15 high tier) the SR should be around 23 (26).
My players (low tier)
1. succeeded at 7 obstacles in the sandstorm chase
2. impressed the Guardians and went past
3. figured out the correct shelf in the library on the first pass
4. channeled the daylights into the ghuls, and let the alchemist bomb the statue to death (not that it wasn't a hard fight)
5. talked to Sinuhotep, who was fine with going back to work with Tahonikepsu, if the party would get rid of Surma
6. had more problems with the elementals than Surma, as the low SR let the Mesmerist block off access to spell/spa/su/ex abilities. There was one Phantasmal Killer (saved against) and one lightning bolt. Surma fled with minimal hit points.