Rise of the Runelords Part 6


GM Discussion

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

So,
I am about to run this in PFS mode, with characters that did not go through the full AP (though some went through part 5)

What do I do in regards to the sihedron rings/medallions. They really don't get the chance to find these, and cannot even purchase the medallions since they are only made legal with a chronicle from part one.

Thank you for the help!

Dark Archive

Ah yeah that

Spoiler:

For the Occluding Field, you can have them see that the giants in the area are all wearing Sihedron rings or medallions. You can also have them do a Detect Magic / Spellcraft once the field starts hitting them at a high enough difficulty to identify the effects.

Since the sanctioned part of Spires starts at the tower you may have to handwave the outside part of the climb, and as such have the field only have an effect inside. This way they may be able to hit and run, grabbing what they need. As written, if they dont have rings or medallions, the Occluding Field will eventually kill them due to sheer number of dice rolled. Of course, hit and run can change Karzoug's tactics at the end as he will have time to re-memorize and observe the PC party directly, which amplifies the threat as soon as he has decent tactics.

Further, how many received dominant weapons? That's going to be a big problem toward the end if they dont have any. Being stunned for a round while a prepared 20th level wizard gets to play around is pretty much death.

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

Gnasher wrote:

Ah yeah that

** spoiler omitted **

On the dominant weapons, I have no idea.

However, they probably don't need them, if I know this group

2/5

Here's what I did...

Gave the players/PCs a chance to talk to two NPCs who had journeyed through part 5 & early 6 and, after losing teammates in the city, sold the info to PFS. (An option actually in the AP.) This gave the players a perspective on the isolation & hazards they would be expected to know in the AP.

Then we narrated the journey into the mountains, through the city (and its field), and upward to the edge of the Occluding Field, where we began the timer. Given that there are two entrances, I felt it unfair to plant them at one, or right in the middle of a damaging field without a chance to analyze it, not to mention the airless altitude issue & lack of reliable teleportation. Oh, and the city of adversaries blocking easy escape. :)
(If I recall, the tower can even replenish monsters from the city.)

I think in the whole session there were maybe two missed saves on the Occluding Field. Arguably most parties will take the time to ID the rings right off the bat or after the first major battle, so it shouldn't be too much of an issue. (Mine didn't pause until way later, and were still fine.)

Dominant weapons should not be an issue.

Main insights:
-Make a copy of a map and write down where monsters are, whether they respond to alarms, and what they'll cast/summon beforehand. The level can be quite dynamic, and you can mark all the behind-the-scenes movements on it.
-Take note of the head Lamia. She's a nearly endless resource for the rest of the level to rally around (at least those willing & able to retreat). And she can precast tons with little loss of power.
-Awesome Blow is your friend.
-Line of sight is your enemy.
-Saving throws will seldom favor your team, either way.
-If Karzoug gets the extra day to change his spells, do so. It's reasonable for him to adjust to all the data his minions & images gleaned. He needs more mobility & more quickened spells. Prismatic Wall makes for a good refuge he can step in & out of. (And his stats are slightly off. If I recall he casts even higher due to an item.)

That's it off the top of my head,
Cheers & good luck.

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