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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.

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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

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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.

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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
ETA:
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 deadand 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.

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My Haunting of Hinojai story:

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

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plaidwandering wrote:How does one die once, let alone three times, and walk away without needing a raise dead?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 deadand he walked away without needing a raise at the end, though some party members were going to need some new gloves
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.

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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.

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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.

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David Hansen wrote: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.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.
Well for one you are posing as
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

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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

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David Hansen wrote: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.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.
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:

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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.
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.

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MadScientistWorking wrote:David Hansen wrote: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.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.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.

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David Hansen wrote:MadScientistWorking wrote:David Hansen wrote: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.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.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

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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.

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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.

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David Hansen wrote:MadScientistWorking wrote:David Hansen wrote: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.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.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.

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Andrew Christian wrote: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.I'm curious what the heck folks are talking about here.
** spoiler omitted **
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.

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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...

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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

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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.

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In the Haunting of Hinojai...
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.

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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.

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Not yet mentioned:
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....

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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.

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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