Dead Man's Chest - end of Isle of Bonjo Tombo (GM question)


Skull & Shackles


As the title says, this is intended for GMs who've run S&S and/or the referenced module. Thar be spoilers ahead!

...

...

I'm replacing Mancatcher Cove with the Isle of Bonjo Tombo from Dead Man's Chest. I noticed at one point, if the players do what they'll likely do, they get attacked by 13~16 wights (CR 3 each; an EL of something like 11 or 12) that appear behind the PCs blocking off their primary exit (with a possible exit by diving into an underground river). At that point, the party will be around level 6. Current party completion does not include anyone who can channel positive energy.

As written, this looks like a massacre to me. It's easy to cut down the number of wights, which is what I would do, but I'm wondering if anyone else has run this or what there thoughts are generally on the setup of the encounter.


Sounds like a group 6-7 level PCs will die almost certainly. Even cutting the number of wights in half will still be a hell of a challenge. Negative levels are bad. The save is low but every one failed makes failing the next one easier. Non-melee characters will be especially punished by this. Also, I really like the encounter as is. Is is very different than anything else in the AP and very nearly killed my party as is. That plant is a real beast. Hits hard, grapples, and then drains STR. Without the ability to fly and keep away from it it can cripple a caster. However, forcing the PCs to dive into an underground river can lead very easily into the next part of the AP. Whatever you do, let us know how it ends up.


Yeah, as a player I will say I quite liked the AP's end for book 2. But, I have one player for whom this is his second run through S&S and he found the underwater portion of Mancatcher Cove to be tedious and he'll know the surprise of the Canopy Creeper, so...

I also like the chance to plug in some cannibals and a freaky giant ape they can come back and fight later if they want.


Well then, I say go for it. If the players aren't going to have fun, then change it so that it is.


I was thinking of using that adventure in my Freebooter campaign. Seems like it would fit nicely in the Kaava Lands. Though my party is likely not at all interested in returning to the Mwangi Expanse any time soon. As for the TPK, the adventure suggests 18 ghouls for 5-6 level parties. That seems just as dangerous to me though with all that paralysis flying around. I'm always amazed when my character survives a mob of ghouls.

I don't see why PCs couldn't just ride the rapids out and avoid the undead all together. Hopefully they're somewhat drown-proof at this stage. Or just have the undead rise early so a smart party can fall back to the bottleneck at the door and fight them one or two at a time. Of course, even if they do end up fighting from the island, I imagine that they'll have quite an advantage picking off swimming wights or getting a couple of attacks on flat-footed deadites climbing onto the isle.

I'd like to hear how it goes whatever you decide.


Hmm. I've got a hardbound book for 3.5 and it definitely says wights, not ghouls, but yeah... And I just double-checked. It says --18-- wights!!! :-O TPK city.

I think what I'm going to do is slow it down while ramping up the creepiness of it... Four or six wights come up on round 1 while the other graves begin to move, next round another 1 or 2, next round another 1 or 2, and so on... Should put pressure on the party, freak them out a bit, they won't know for how long the wights keep coming up, and if they're in real trouble I can just turn it off.


1 person marked this as a favorite.
SnowHeart wrote:
Hmm. I've got a hardbound book for 3.5 and it definitely says wights, not ghouls, but yeah... And I just double-checked. It says --18-- wights!!! :-O TPK city.

There's should be a "Scaling Bar" at the start of the adventure. Pg. 142.

Waves of attackers is a good idea.


I would second the "waves of attackers" idea. If you are going to make them fight that many, don't do it all at once.


Cap'n Voodoo wrote:
...

Doh! Forgot about that. Thanks. So, yes, ghouls! Still a ton of ghouls.. Waves it is. Thanks all.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Skull & Shackles / Dead Man's Chest - end of Isle of Bonjo Tombo (GM question) All Messageboards

Want to post a reply? Sign in.
Recent threads in Skull & Shackles