Which are the 16 PP scenarios?


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Shadow Lodge 4/5

Hmm, I'm thinking of the following. Note: this is going by GM thread posts.

* Severing Ties
* Sealed Gate
* Haunting of Hinojai
* Rats of the Round Mountain, part 1
* Heresy of Man, part 3
* By Way of Bloodcove

3/5

Wei Ji the Learner wrote:


Can't believe I forgot Trial By Machine (low-tier)

*shudders*

That one *almost* made me rage-quit PFS play before I even really got started.

Not helped by player attempting to trigger everything in sight after the rest of the table asked, then told, then insisted the party in question stop doing so.

Almost TPK'd our L1 crew at a certain point...

We played this at our store with two tables. My table we had no issue at all. Ran through the scenario like butter.

The next table over, no one survived..

Shadow Lodge 4/5

On modules(based on running them or playing+reading):

* City of Golden Death
* Feast of Ravenmoor
* Cult of the Ebon Destroyers

4/5 5/5 **** Venture-Lieutenant, Massachusetts—Boston Metro

Muser wrote:

Hmm, I'm thinking of the following. Note: this is going by GM thread posts.

* Severing Ties
* Sealed Gate
* Haunting of Hinojai
* Rats of the Round Mountain, part 1
* Heresy of Man, part 3
* By Way of Bloodcove

Spoiler:
Severing Ties is the scenario I was referring to earlier. You can permanently die in that one.
Sczarni 5/5 5/55/5 ***

Nobody is prepared enough for Haunting of Hinojai:

When I tell people that HoH is TPK material, they automatically assume it's the haunts that do people in. Not the Invisible, Silent Wayang that opens up with two Lightning Bolts. Paladins may be immune to haunts, but their Reflex saves are still usually low.

Shadow Lodge 4/5

Two? How?

5/5 *****

Quickened I assume

Shadow Lodge 4/5

Nah, his only quickened spell is a buff.

The Exchange 4/5

That one can go bad. The party fighter had no bow or fly potion. He retreated. It is a fun one to run with illutions and good terrain for bad guy.

Grand Lodge 4/5

Muser wrote:
Two? How?

Pretty sure he means the first two rounds are lightning bolts. Which can be dangerous to low Reflex characters even if they scatter after the first.

Shadow Lodge 4/5

Yeah, I figured. Only after posting, of course.

Grand Lodge 4/5

Even worse in the high tier...

Spoiler:
...where he can open with lightning bolt, have the party scatter, then hit them all again with chain lightning. :)

3/5

Lau Bannenberg wrote:
I didn't find Mammoths Dare Not Tread to be particularly scary. Then again, we outnumbered most enemies 3:1. We were like a travelling zoo, including a huge mammoth.

When I played it the middle fight was a bit hariy, but not all that bad. The bigger problems was that

Spoiler:
you could not talk to any of the important NPCs unless you spoke Hallit. Which luckily my character, alone at the table, did. And is not bad at diplomacy...for a Druid!

ETA:

plaidwandering wrote:

when I played it we had a char die - fully dead

the next round the same char died again - dead dead
the next round he died again - yes dead dead dead

and he walked away without needing a raise at the end, though some party members were going to need some new gloves

How does one die once, let alone three times, and walk away without needing a raise dead?

_
glass.

Silver Crusade 5/5

2 people marked this as a favorite.

My Haunting of Hinojai story:

Spoiler:
I was playing my time oracle in the Wayang fight. Dude hits me wwith slow and casts sleet storm, so I move 5 feet as a standard action. His AoEs wreck the rest of the party, though I make my saves and started the fight with resist fire and lightning. One PC dies to the AoEs, while a gunslinger does a ton of damage to the bad guy until he gets shut down by a windwall. I know I can tank the bad guy's damage, but I also know that I can't run due to my debuffs. So I shout to my remaining allies to flee, and use my Remove from Time ability on myself, since I didn't think my friends would abandon me. My friends run, but the gunslinger drops into the negatives (but stabilizes), and the barbarian/cleric gets dropped by a magic missile and doesn't stabilize. The Inquisitor is the only one to escape, as he cast invis on himself. A few rounds later I pop back into existence. Slow has ended, and I find the unconscious gunslinger in a small alcove. Just as I healed the 'slinger to consciousness, the wayang flies into the room. With both sides surprised, I win initiative and do the first thing that comes to mind: I grappled him, 10 str, no feats and all. I managed to hold him long enough for the gunslinger to get a single round of attacks in, and the Wayang went down.

4/5

I haven't seen it listed above yet, but I think our lodge actually has had the most deaths in:

Spoiler:
Rivalry's End

I think that was partly because we didn't have the rule yet that a mixed party of 6 could play up with the 4-player modifier. Now that we have that rule, I think we would have faired better.

The Exchange 4/5 5/5

glass wrote:
plaidwandering wrote:

when I played it we had a char die - fully dead

the next round the same char died again - dead dead
the next round he died again - yes dead dead dead

and he walked away without needing a raise at the end, though some party members were going to need some new gloves

How does one die once, let alone three times, and walk away without needing a raise dead?

Presumably breath of life (from First Aid Gloves in this case) though I keep trying to tell people that doesn't really count as a death.

3/5 **

Kevin Willis wrote:
Presumably breath of life (from First Aid Gloves in this case) though I keep trying to tell people that doesn't really count as a death.

Aww come now, I think three rounds in a row deserved a mention!

Sczarni 5/5 5/55/5 ***

Muser wrote:
Two? How?

Yup. In one round:

The scenario gives him automatic surprise, and then he follows up with another in the first round. He has a high Initiative modifier, too.

When I played it, the only person to survive (and she ran) was the Rogue with Evasion.

Shadow Lodge 4/5

When I ran it the characters sent a flying invisible scout who heard(or saw) him beforehand. Still took a ton damage though. I can't remember how it went for our group way back when but I recall pregen Kyra having maybe 2 channels left upon meeting the boss.

Eh, I think it's the haunts which are the real killers.

3/5

MadScientistWorking wrote:
** spoiler omitted **

That's not correct. You can find a Cleric of that religion to rez you. You are after all in a town filled with that particular cult.

4/5 5/5 **** Venture-Lieutenant, Massachusetts—Boston Metro

David Hansen wrote:
MadScientistWorking wrote:
** spoiler omitted **
That's not correct. You can find a Cleric of that religion to rez you. You are after all in a town filled with that particular cult.

And they would help you why given the context of the scenario? Mind you Zarta might be able to help but you aren't finding any clerics in that town.

3/5

MadScientistWorking wrote:
David Hansen wrote:
MadScientistWorking wrote:
** spoiler omitted **
That's not correct. You can find a Cleric of that religion to rez you. You are after all in a town filled with that particular cult.
And they would help you why given the context of the scenario? Mind you Zarta might be able to help but you aren't finding any clerics in that town.

Well for one you are posing as

Spoiler:
Aspis agents
- as long the person killed isn't the one that poked their head behind the curtain and was seen, just come back the next day as adventures needing a cleric to rez a party member (making sure again to omit whoever poked their head behind the curtain).

As to why they would help you:
A) The damage to their facility (if you did your mission correctly) should be a financial blow to them.
B) Evidenced by the

Spoiler:
very nicely crafted dolls
made to be sold to raise money for their cult, and
Spoiler:
the whole reason they are allied with Aspis Consortium is purely for profit
, they clearly care about money. Your money is just as good as the next.

Grand Lodge 4/5 5/55/5 ***

Before the APL rules changed to restrict playing up/down Heresy of Man III was fairly deadly. It came out when most scenarios were significantly less challenging so the routine for most players was to play up whenever possible, some even planning their party around the option of playing up. Playing up In Heresy III (tier 5-9) with a 5th level PC is an extremely bad idea

Heresy of Man III:
a single failed save vs. the initial action by the BBEG will result in you PC taking a dirt nap and not eligible for breath of life

Heresy of Man II:
This one has a mechanic where if you fail to remain aware or happen to have the right equipment with you, it can be a TPK during the conclusion. Although with the 5PP for a recovery, some GM rule you could get rescued before you all die. (expect table variation) Again, this one was much more challenging when it was released.

Pallid Plague:
As mentioned before, this one is set in a remote location and has a challenging disease to deal with. If you fail your save and do not have a remove disease spell/item with you, the travel back to civilization can kill you during what is essentially the conclusion text.

Sniper in the Deep:
This one combines underwater with paralyzing undead (low-tier) or incorporeal undead with level drain (high-tier) with advanced shark/eels (the latter with essentially grab/constrict) and a negative channeling cleric with a ghost fighter in close quarters. Overall, I think I've seen more PCs die in this scenario than any other. In its day, it was perhaps the first "killer" scenario as it incorporated environment and some monster abilities rarely seen before, at least not as well choreographed.

3/5

MadScientistWorking wrote:
David Hansen wrote:
MadScientistWorking wrote:
** spoiler omitted **
That's not correct. You can find a Cleric of that religion to rez you. You are after all in a town filled with that particular cult.
And they would help you why given the context of the scenario? Mind you Zarta might be able to help but you aren't finding any clerics in that town.

My VC (TOZ) reminded me that there is a GM thread for that scenario, and on page 2, the developer for that scenario clarifies it is just an extra 5 PP to find a cleric:

Scarab Sages 4/5

1 person marked this as a favorite.
Bob Jonquet wrote:

Before the APL rules changed to restrict playing up/down Heresy of Man III was fairly deadly. It came out when most scenarios were significantly less challenging so the routine for most players was to play up whenever possible, some even planning their party around the option of playing up. Playing up In Heresy III (tier 5-9) with a 5th level PC is an extremely bad idea

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Heresy of Man I can be deadly, too.

Heresy of Man I:
There's a haunt that can cause you to drown pretty easily, but the real deadly part is the second fight. Deeper Darkness against tier 5-6 and an undead dark stalker. Had my ninja not had Uncanny Dodge, she would have been dead in round 1 from sneak attack damage. Oils of Daylight have been pushed pretty hard in PFS, and I think this scenario is a big reason why. We were unprepared, but lucky that we happened to have a standard Aasimar in the party.

The ninja also nearly drowned just getting to shore. A poor roll on a reflex save of all things, then an inability to make more than one swim check in a row in choppy water. Someone finally pulled her out. It was just a rough scenario all around.

I liked this series a lot. Each of the scenarios presents its own new type of situation that must be overcome. It's a rough introduction to mid-level play, but informative.

4/5 ****

Heresy of Man 1 Response:
Maybe I'm just getting old, but stories like yours always weird me out, because I played Hersey of Man when it was new. No such things as Ninjas or Aasimar. Of course I remember playing through the trilogy with my druid and losing my animal companion in all 3 parts.

Liberty's Edge 5/5

David Hansen wrote:
MadScientistWorking wrote:
David Hansen wrote:
MadScientistWorking wrote:
** spoiler omitted **
That's not correct. You can find a Cleric of that religion to rez you. You are after all in a town filled with that particular cult.
And they would help you why given the context of the scenario? Mind you Zarta might be able to help but you aren't finding any clerics in that town.

My VC (TOZ) reminded me that there is a GM thread for that scenario, and on page 2, the developer for that scenario clarifies it is just an extra 5 PP to find a cleric:

** spoiler omitted **

I'm curious what the heck folks are talking about here.

Severing Ties:
The PCS are in Riddle Port. This is a huge Metropolitan city. They can find any cleric they want without extra cost. The problem is the Petrification and characters at 1-2 not having cash for even a stone to flesh. But finding a cleric is so not an issue.

3/5

Andrew Christian wrote:
David Hansen wrote:
MadScientistWorking wrote:
David Hansen wrote:
MadScientistWorking wrote:
** spoiler omitted **
That's not correct. You can find a Cleric of that religion to rez you. You are after all in a town filled with that particular cult.
And they would help you why given the context of the scenario? Mind you Zarta might be able to help but you aren't finding any clerics in that town.

My VC (TOZ) reminded me that there is a GM thread for that scenario, and on page 2, the developer for that scenario clarifies it is just an extra 5 PP to find a cleric:

** spoiler omitted **

I'm curious what the heck folks are talking about here.

** spoiler omitted **

Not the

Spoiler:
Basilisk
, it's the
Spoiler:
golem thing with the knife at high tier that steals your soul for Lissala. Been a while so I don't remember the particular wording for it
Liberty's Edge 4/5 5/55/55/5 ****

Jessex wrote:
Gary Bush wrote:
I found The Slave Master's Mirror deadly. But that was likely because we played up and I picked the wrong enemy to go toe to toe with.
That one had potential. I think it depended greatly on the GM and how they handled the plot gimmick.

True but I didn't die at that point. I actually saved a TPK because of well placed Stunning Fist and the GM rolling a nat 1 on the save. I fell later on.

Liberty's Edge 4/5 5/55/55/5 ****

Jessex wrote:
I was at a table that almost lost a PC to mummy rot. That's more than 16 PP to fix. I'm sure there are other ways for it to happen.

If this is the scenario I am thinking of, that one killed three characters (one permanently) and could have been a TPK if not for a scroll of teleport because of the mummy rot condition.

3/5

Andrew Christian wrote:
David Hansen wrote:
MadScientistWorking wrote:
David Hansen wrote:
MadScientistWorking wrote:
** spoiler omitted **
That's not correct. You can find a Cleric of that religion to rez you. You are after all in a town filled with that particular cult.
And they would help you why given the context of the scenario? Mind you Zarta might be able to help but you aren't finding any clerics in that town.

My VC (TOZ) reminded me that there is a GM thread for that scenario, and on page 2, the developer for that scenario clarifies it is just an extra 5 PP to find a cleric:

** spoiler omitted **

I'm curious what the heck folks are talking about here.

** spoiler omitted **

You don't need that spell. You can get break enchantment - cost 450 gp according to the organized play guide. Plus the spell does: Targets up to one creature per level, all within 30 ft. of each other <- and the spell lvl is Level bard 4, cleric 5, paladin 4, sorcerer/wizard 5. So as long as 1 party member is fine, you can split the 450 gp between all the members and fix it. Course it would take a while for a single party member to cart off all their party members - so if they are by them self, and chose to do that, I'd rule that they fail the mission.

3/5

David Hansen wrote:
Andrew Christian wrote:

I'm curious what the heck folks are talking about here.

** spoiler omitted **

You don't need that spell. You can get break enchantment - cost 450 gp according to the organized play guide. Plus the spell does: Targets up to one creature per level, all within 30 ft. of each other <- and the spell lvl is Level bard 4, cleric 5, paladin 4, sorcerer/wizard 5. So as long as 1 party member is fine, you can split the 450 gp between all the members and fix it. Course it would take a while for a single party member to cart off all their party members - so if they are by them self, and chose to do that, I'd rule that they fail the mission.

Again, the thing being talked about here is not the one requiring the finding of a specific cleric. See my last post on the issue. I remember being thankful for the GM thread because I ran this at high tier and it was necessary to find the cleric.

Silver Crusade 5/5

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Gary Bush wrote:
Jessex wrote:
I was at a table that almost lost a PC to mummy rot. That's more than 16 PP to fix. I'm sure there are other ways for it to happen.
If this is the scenario I am thinking of, that one killed three characters (one permanently) and could have been a TPK if not for a scroll of teleport because of the mummy rot condition.

Pretty sure that Jessex is talking about a different scenario, but now that you reminded me...

One hell of a season two scenario:
The Rebel's Ransom, man that was a hell of a couple of fights in the high subtier, we ended up with three dead (one permanently, though that was by his choice), two with mummy rot, and one permanently staggered from the curse in an earlier fight. At the end of the fight my counterfeit mage Fred had expended a scroll of disintegrate (that not only hit but crit from invisibility, only to have the BBEG oracle roll a nat 20 on the save), a scroll of fireball, an earth elemental gem once the scroll of disintegrate failed, and then a scroll of teleport to get us home once we made it past that fight, since we weren't going to make it far with many days of travel to go and two character's fighting off mummy rot, and one permanently staggered.

4/5

Same Season 2 scenario:

Heh. Rebel's Ransom, in the high tier, can also be a beast on that fight if the GM decides to use the oracle's higher level revelation...
And why wouldn't he? =)

Silver Crusade 5/5

I would also add Silver Mount Collection to that list. While my murderbird had no trouble with the scenario, I've heard of plenty of parties that get stopped dead (heh) during the first combat.

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

I've played Silver Mount twice and it's been dicey both times. With properly prepared PCs though, who know what season they're playing in and gear up appropriately, it's doable. And I've seen Amiri7 wreak havoc in there.

3/5

Nathan Hartshorn wrote:
Again, the thing being talked about here is not the one requiring the finding of a specific cleric. See my last post on the issue. I remember being thankful for the GM thread because I ran this at high tier and it was necessary to find the cleric.

Actually I answered that in a previous post: the scenario creator mentioned that it costs 5 pp to locate the appropriate cleric. Andrew Christian countered it was the

Spoiler:
basilisk
that was the problem - but it isn't really.
The Exchange 4/5 5/5

Lau Bannenberg wrote:
I've played *spoiler* twice and it's been dicey both times. With properly prepared PCs though, who know what season they're playing in and gear up appropriately, it's doable. And I've seen Amiri7 wreak havoc in there.

It's always difficult to gauge the deadliness of a scenario that your party was perfectly prepared for but that one was clearly a killer.

Includes Scenario name and action description:
When we walked into the Silver Mount Collection it's pretty clear we knew what we were up against. When the first fight started the entire party including the wizard! pulled out adamantine weapons. For us the difficulty was in the final fight. We used up almost all our AOE fighting the regenerating nastiness. So after shocking him to his senses we were stumped for a bit by the swarm until (thanks to a very good knowledge check) we hit on the idea of letting it infest one of our party members then beating him mercilessly (without electricity) while the cleric healed him.

Shadow Lodge 4/5

Two times I've run it, two times the PC's solved the final encounter with Diplomacy.

Spoiler:
tongues is a hell of a drug

Dark Archive 5/5 5/5

BretI wrote:
What other scenarios are there where you are almost guaranteed a character will die? The ones that everyone should have their 16 PP ready for the Raise Dead.

Anything I run for you Bret.

Dark Archive 5/5 5/5

UndeadMitch wrote:
I would also add Silver Mount Collection to that list. While my murderbird had no trouble with the scenario, I've heard of plenty of parties that get stopped dead (heh) during the first combat.

Did I run that for you? I can't remember. Really, that whole weekend was a blur.

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

In the Haunting of Hinojai...

Spoiler:
Lemtwist Bratham Mallentwine Flannelfoot Smyth Olgen Jeebs Nathers Bingham the Third had a Riding Dog name Danger.

We went to the first haunt, went back into town, rested, and this let the dog set off that first haunt instead, making him (only him) exhausted for the rest of the game.

Danger died of acidic fog.... it was sad.

Silver Crusade 5/5

jon dehning wrote:
UndeadMitch wrote:
I would also add Silver Mount Collection to that list. While my murderbird had no trouble with the scenario, I've heard of plenty of parties that get stopped dead (heh) during the first combat.
Did I run that for you? I can't remember. Really, that whole weekend was a blur.

Yep! You ran that for me at NukeCon, I played a Tengu Barbarian / Living Monolith.

Grand Lodge 4/5

Not yet mentioned:

Season 1:
1-29: The Devil We Know, Part 1: Shipyard Rats, in sub-tier 1-2.
If the party doesn't have a positive channeler with them ,or some way to quickly deal with the zombie, that first encounter with the negative channeling cleric, on the ship, can be very bad for the party.

Blindness on one of the tanks, Cause Fear on another, then channel negative to either heal the zombie, or harm the party. And if the party doesn't keep the zombie injured, that gets bad for the party. Especially since she has 6 2d6 channels, against an APL 1 or 2 party.

I am not going to go into the TPK from a GM who didn't understand monster abilities, and also had a Charmed medusa stone the Wizard who had Charmed her successfully...

Bad or ignorant player tactics are frequent issues, leading to PC damage or death.

Remember that a lot of player deaths, in my experience, can be avoided with the simple words, "Focus fire!" Three or four damaged enemies, unless you get them all to their "Run away!"trigger points (if they even have one), are going to be deadlier than one dead or unconscious NPC, and the other three uninjured.

A lot of scenario deadliness, other than a few with issues, can be attributed to lack of focus fire, and/or party weaknesses. My group of PCs failed In Wrath's Shadow because our party "healer" was my Magus, using UMD on the CLW wand, and he only succeeded 7 times before that fatal 1 was rolled. And I didn't think to get a wand of IH, since it was still a new spell to me at the time. That, and the spammed Hold Persons on my PC in that one encounter....

Scarab Sages

Kevin Willis wrote:
Lau Bannenberg wrote:
I've played *spoiler* twice and it's been dicey both times. With properly prepared PCs though, who know what season they're playing in and gear up appropriately, it's doable. And I've seen Amiri7 wreak havoc in there.

It's always difficult to gauge the deadliness of a scenario that your party was perfectly prepared for but that one was clearly a killer.

** spoiler omitted **

Yeah, the final encounter was rough.

Spoiler:
When I played it, we were already light one character from a death in the foyer and another from a cowardly bard who was hiding in the stairwell just providing inspire courage. We had no way to deal with the swarm as there was no one with AoEs or a Swarmbane Clasp, and we didn't have the knowledge skills to try to let it infect one of us and beat it. We managed to persuade it to leave it's host, grabbed the kid and ran for a partial victory. Only one PP, but it's better than an outright failure.

Grand Lodge 4/5 5/55/5 ***

I think the moral of the story is that most scenarios can be killer depending on dice "luck," tactics, and party composition.

3/5 **

Imbicatus wrote:
Yeah, the final encounter was rough.

Errors/modifications in running earlier and in the final fight too, don't forget that(never would have been a death). Throw that on top of non-participants and the ridiculousness of swarm touch AC(all the splash weapons missed) and it's a bad combo

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

Some of it is season adaptation I think. Back during S5 nobody was blindsided by DR/cold iron, but I've been seeing it again recently. At the beginning of S6 people got beat up badly for not having adamantine.

I haven't figured out if there's a must-have thing specific to S7 yet.

Shadow Lodge 4/5

1 person marked this as a favorite.
Lau Bannenberg wrote:
I haven't figured out if there's a must-have thing specific to S7 yet.

Skill points.

Scarab Sages

Disk Elemental wrote:
Lau Bannenberg wrote:
I haven't figured out if there's a must-have thing specific to S7 yet.
Skill points.

And an Aspis Badge.

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