7-24 Dead Man's Debt


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4/5 *

When I played it, I immediately said I was going to destroy the evil altar, because paladin :)

Shadow Lodge 5/5

Cenorin wrote:
I'm not really sure how the players are supposed to figure out that they should destroy the altar. The main clues seem to be the strange voice and the victim tied to the altar, the latter in particular if Kaghaze gets the chance to cut him and increase the profane effect. In my game, I had players cast both Detect Evil and Detect Psychic Significance, so I gave them a hint or two and those led them to destroy it.

It's really up to the GM. You need to tell the players to destroy the altar without telling the players to destroy the altar. It's not terribly difficult in this case, but it's not well spelled out exactly what you need to say to get players to understand that it's the altar (and say, not the carving). Figure out what your group is noticing, and then try to build the altar's conversation from there.

Silver Crusade 3/5

When I ran it, I did tell them that despite Gaghaze being knocked out, the place still reeked of evil and blood. They figured out the altar was evil, but they thought it was actually too evil. So they just went to the village and told everyone they'd need a priest or something to purify the place. Couldn't figure out what else to say, so I let it at that. Luckily they weren't too disappointed.

Related, this lead to the interesting situation where Gaghaze was neither dead nor redeemed (they left him unconscious but stable, and returned him to the village), so I couldn't mark either A or B when reporting it.

When I played it befre running, I was apparently genre-savy enough to decide that the altar was evil without any overt prompting by the GM.

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

Alexander Geuze wrote:
When Lau ran this for me, I thought it would probably be Dim Light since werebats have lowlight vision. But he ruled otherwise, in favour of all participants (normal lighting).

Lowlight Vision and dim light is too weird for me - it seems to have different rules for outdoors (starlight) and indoors (bigger area of 20% concealment). Faced with an unclear situation I went with the solution that wouldn't penalize anyone.

The Exchange 4/5

ran it 8 times, and all party's brought there own light in. didnt think of it till now, but maybe he put out the light after getting to ledge so could hide and ambush group. lighting is a huge difference in this one. only one table had dancing lights up, so found him fastest.

Dark Archive 4/5 **

Ran this 3 times at GenCon. Had a near TPK with 4 unconscious out of a group of 6 level 1 characters in the final encounter.

Spoiler:
The mooks in the final encounter all have darkvision regardless of tier or of how anything else is ruled. Kagaze can see quite well into the light the party carries in, so studied and his bow can be very effective in the opening rounds until they close with him
Disease was only an issue in one of the three runs, with the lower tier tables making most of the saves and the one high tier table missing most of them.

I also only had one party not destroy the altar(the 1st level with multiple down), though all had casters of some flavor, so were able to see that the magic effect in the room originated from the altar.

2/5

Question:

Spoiler:
Does the end guy have tactics to coup de grace the elf (as its second round action) even if threatened by a PC or animal companion?

Grand Lodge 4/5

In answer to the spoiler, no. His tactics in the high tier have a conditional note for when he attempts to spill blood on the altar, which the GM may have interpreted to be grounds for a CdG.

2/5

Thanks. For posterity, my group of 5 played it at Tier 1-2.

The scenario finished in 2 hours flat... which surprised us as there felt like much more to do. That made for extra vendor hall time at GenCon to pick up the daily Paizo button.

The Exchange 4/5

8 times with one TPK and one run away. TPK was 4 players that knew each other and started arguing on tactics. other had father leave at noon for another game and husband whom lost interest after 3 zombies put him in sleepville cause ran ahead of tanks. some close calls in other games cause 3 fast zombies and BBEG firing arrows from darkness makes tough encounter at low tier. pre-gens was used in both failures.

Grand Lodge 4/5 **** Developer

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Aristophanes wrote:
Linda Zayas-Palmer wrote:

The base cost of the bow in the high subtier should be 2,550 gp. The low price was a copy-paste error from when I was including the text to let people buy the bow for different strength bonuses.

Whenever we present a discounted item, we call out the discount specifically on the Chronicle sheet.

By the way, Linda, since Yellowheart wood items appear on the chronicle sheet, and, if they do indeed work like silver weapons vs. lycanthropes, and since this scenario is the only place I can find that states this, shouldn't its properties be noted on the chronicle sheet?

They should have been, yes. I missed that. For now, feel free to write the material's properties on the sheet for your players. If we update the scenario in the future, we'll include that revision.

4/5

Question re: Yellowheart wood.

So does this open up the yellowheart special material, or just allow for the PC's to purchase one of the 6 weapon types listed with this material?

ie: Could they get a yellowheart shortspear, or a shield?

I mostly ask, because the chronicle is pretty busy, and there's not a lot of space to put the material info on there... so want to cut out the parts about pricing it, if it won't ever come up due to having to select from the items on the sheet, which are already priced.

Grand Lodge 4/5

EvilMinion wrote:

So does this open up the yellowheart special material, or just allow for the PC's to purchase one of the 6 weapon types listed with this material?

ie: Could they get a yellowheart shortspear, or a shield?

I feel the chronicle is clear.

Thus, any revision to add the material's properties could skip the first sentence, though it's not a large saving.

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