Question about 2-23 at shadow's door


GM Discussion

The Exchange 5/5

Pathfinder Rulebook Subscriber

played this at a convention recently and it sounded like the encounter with the

Spoiler:
air elementals
was heavily under CR'ed with the proscribed tactics, that or the GM was just being viciously cruel.

They wait for you at the bottom, then one turns into a whirlwind. engulfs characters. and spits them out. The GM was having the air elementals engulf, then fly up 50 ft, and spit out characters to fall 50 ft. instead of dealing pummelling damage to them from within the whirlwind.

he argued that they could go as high as 100 ft because its not an action for the elemental to pick up characters in the whirlwind, and they don't have to stay in contact with the ground when they do this, they can use their 100 ' fly speed and fly up as a double move and then drop characters for 10d6 falling damage.

I tried to reason with him that this was a deadly tactic at any apl and that if the elementals were going to alternate doing this for 4 rounds each, we were as good as dead. He seemed to indicate that this was the tactic the module says for him to use.

If so ( and i haven't run it myself so i haven't read it or bought it to double check it since the mod ), i take issue at the CR of this encounter. I didn't stop the game to have a big rules debate. but i did take 2 minutes to point out that whirlwind says it deposits creatures in the monster's square. he interpreted that to mean they could do so at any point, and after moving up each round to basically dive bomb us with a whirlwind.

can anyone clarify if this is how the elementals are being run?

Liberty's Edge 1/5

Your DM is almost correct.

Spoiler:
The tactics are as you describe but the maximum height is 60' (not that it is much of a consolation).

The Exchange 5/5

Pathfinder Rulebook Subscriber
Belerlas wrote:
Your DM is almost correct. ** spoiler omitted **

ok, yeah i feel that seriously threatens the lives of every pathfinder, i'm surprised there's not more TPKs reported with this mod.

plus its a stupid tactic with the prevelance of featherfall. We didn't have it, so it nearly ganked us, but any team with the spell would be unaffected by the whirlwind dropping them.

::looks at cover to be sure never to play/run a mod by this writer again::

Dataphiles 4/5 5/55/55/55/5

WHen we we ran this mod most of the PC's either had fly, levitate, or feather fall (Spells , potions or scrolls) and it didn't really bother us.


Well (as the author) I am certainly very sorry to hear about your frustration with this encounter! I always strive to give creatures interesting tactics and environments, which sometimes is difficult - especially at the higher levels where the defenses of different groups can vary dramatically. I'm sorry it didn't gel well with your group, but thanks for letting me (and others) know; it's always helpful to get feedback on what worked and what didn't.

Happy gaming!

The Exchange 5/5

Pathfinder Rulebook Subscriber
Steven Robert wrote:

Well (as the author) I am certainly very sorry to hear about your frustration with this encounter! I always strive to give creatures interesting tactics and environments, which sometimes is difficult - especially at the higher levels where the defenses of different groups can vary dramatically. I'm sorry it didn't gel well with your group, but thanks for letting me (and others) know; it's always helpful to get feedback on what worked and what didn't.

Happy gaming!

thanks.

i still haven't run it / read it. but the gm seemed to indicate that the same tactics were valid vs. the low tier, and that just didn't seem right.

he also wasn't dealing the normal damage for the whirlwind, just dropping us. it just seemed like an in appropriate use of the whirlwind attack. picking people up and pummeling them around is enough damage for an area effect attack, before dropping them 60 ft. we were playing up. but this was by far the hardest encounter we hit just because of that tactic.


Seraphimpunk wrote:
i still haven't run it / read it. but the gm seemed to indicate that the same tactics were valid vs. the low tier, and that just didn't seem right.

Spoiler:
That is NOT the case; in the lowest tier the elemental has already used its whirlwind ability for the day. In the middle tier it is allowed, but there's only one elemental. Numerically I think that's not as bad as a 6th level sorcerer with a bunch of fireballs (same CR).
The Exchange 5/5

Pathfinder Rulebook Subscriber

good to know.
still in the middle tier, if you get one group that doesn't have fly/featherfall or gets surprised by the elemental, everyone could theoretically fail their reflex save, take whirlwind damage, and then take 6d6 falling damage each. ...
if that doesn't kill some groups it will probably kill at least one party member.

Grand Lodge 5/5 *

Seraphimpunk wrote:

good to know.

still in the middle tier, if you get one group that doesn't have fly/featherfall or gets surprised by the elemental, everyone could theoretically fail their reflex save, take whirlwind damage, and then take 6d6 falling damage each. ...
if that doesn't kill some groups it will probably kill at least one party member.

This is theoretically possible, but as someone who's GMed it at the mid tier, not likely. The mid-tier elemental only gets 4 rounds of whirlwind per day. Plus, remember that you need to fail 2 saves to get scooped up - failing the first save, you take slam damage but that's it.

When I ran, I wound up picking up the druid with my first swoop, with the 60-foot fall dropping her to exactly 1 hp. My second or third swoop scooped up the eidolon, and the fall would have 'killed' it if the summoner hadn't been able to take considerable damage to keep her pet ticking. The other players I approached passed at least the second Reflex save to avoid been scooped up.

The elemental then continued making hit-and-run attacks after the whirlwind was expended, and was eventually burnt to death by continual flame spells.

I also heard of another group who had a sorcerer packing feather fall - the encounter was basically game over from round 1.

Dark Archive 4/5

I ran this at Tier 6-7 and found that the whirlwind 60ft drop is atmospherically scary, but that the actual average drop damage of 21 HP isn't huge

Spoiler:
and is the same as their average damage from 2 slams (and only one of the two elementals does whirlwind)
and harder to execute. Though I could see this being slightly more scary at middle tier.

The main issue here seems to be that you were dropped from 100ft when the max drop height is 60ft.

3/5 Contributor, RPG Superstar 2010

Hey Steven,

I played through this recently and really enjoyed it. I did like the air elemental encounter, our witch with the flight hex got to show off. I'll be looking for scenarios with your name on them in the future.

The Exchange 5/5

Pathfinder Rulebook Subscriber

ran this finally last night at the middle tier. which went phenominally badly. six pcs. only one with a ring of featherfall.

Spoiler:

A large elemental can make a whilrwind 20 ft. wide at the top, 5' at the base. The PCs didn't have a rogue, and didn't find the Belltower trap, alerting the elemental they were coming. They climbed down, and in the first round, four of them were within range of the elemental's whirlwind, all managing to avoid getting picked up, but 3 of them took 1d8+4 damage.
( no clerics in the group. a druid, an alchemist, a paladin 3, a bard 2/sorcerer 1, a fighter 1, and a magus ). round 2 of the whirlwind, three people were picked up, and ejected off the balcony, i only dropped them 40 ft, but they took an average of 20 damage each. round 3 , even though they were scattered, the fighter ( 1st level ) was down. the elemental still had plenty of movement to move around the room, damage/pick up the scattered pcs and prepare to drop them again. only picking up one, on the fourth and final round it flew her up 60 ft and dropped her to true death. ( -16 hp with a 10 con. ), before finishing its whirlwind form and flying down to fight the surviving PCs.

the rest of the mod was pretty close too, just with the final encounter, but that was mostly because they didn't have a lot of healing available.

the rogues couldn't engage the pcs in the hallway much, and retreated to the gallows room, which just made the last fight a little harder.

the tactics should be toned down for mid tier. its bad enough getting damaged, and/or picked up, without getting dropped in the mid tier.

The Exchange 5/5

Seraphimpunk wrote:
the tactics should be toned down for mid tier. its bad enough getting damaged, and/or picked up, without getting dropped in the mid tier.

I disagree. The monsters should use their full range of abilities. The rest of the adventure is pretty much a push over, so having that one, tough encounter is great.

I did get my own backside kicked in that encounter... (at least my party did) and we loved it. That's why you buy consumables and use them...

JP

The Exchange 4/5 5/5

I have not read the scenario either, but when I played it the far more concerning part was...

Spoiler:
when my dumb as a board monk attempted to "chase down" the vanishing ambushers and went all the way into the room with the final boss while the rest of the party was checking the side rooms to find where they were actually hiding. Now if I had died to the BBEG, I deserved what I got. The problem was that (I assume) my entering the room "started the clock" on when the hostages would die.

This was one of those things where the way the scenario was written really made us lose our sense of immersion. They had apparently been hanging there for a while, so the decision on how long they had to live was quite arbitrary. It wasn't anything I did, it was just a "roll to see how long they have left when someone enters the room." If it had been some kind of trap I triggered, I'd be OK with that. ("You hear the sound of collapsing wood as you open the door and see the hostages kicking over the remains of a splintered table.") Or if the BBEG used his action in the surprise round to drop them as a distraction.

I understand the need to create tension - and it worked - but it didn't play well from a story perspective. All the players were experienced enough to realize (meta) that if I'd taken four or five more rounds and thoroughly searched the side rooms, the time we had left would have been exactly the same. (We did succeed in the end as I pinned the BBEG and yelled for the eidolon to come cut them down while the rest of the party mopped up.)

Oh, and the elementals were by far the toughest part for us, it was good to see the big challenge early in the scenario for once. Certainly not what we were expecting, and made us go "what else are we in for?"

Paizo Employee 5/5 * Developer

honestly, that mid-tier group sounds like it barely made the APL, though you didn't list the druid's or alchemist's levels.

It's a rough fight, but there are rougher out there, and I'm all for rough fights.

I would rather have a brush with death than a cakewalk.

I ran this at gen con, and that encounter was also nearly the end of some, but they pulled it together and took the elemental down, and they felt powerful because of it. They were worried at first, but that seemed to make them more thrilled when they won.

It also taught some of the meleers that they need to invest in ranged weapons. A lesson more people should learn.

Paizo Employee 5/5 * Developer

Belafon wrote:

I have not read the scenario either, but when I played it the far more concerning part was...

** spoiler omitted **

Sounds like your GM might have ignored a little bit, which would have solved your immersion issues.

Big Bad:
He's waiting with a foot on the bench that your friends are standing on, the only thing keeping them from swinging. When the door opens he smirks, taunts you, and kicks over the bench. That starts the timer. It is like a trap, in a way, only you can't avoid it. It's a great touch and definitely adds to the urgency.

Silver Crusade 3/5

I have ran this scenario 3 times thus far, and I can say with confidence…

Spoiler:
That the first encounter can be particularly nasty. Especially at the 3-4 tier. Though significantly less so at 1-2. It could get very bad for a player if their PC is playing up into a higher tier. Which resulted in the one PC death I had running this. The environment really adds to the danger, and presents a special challenge. Doubly so if the PCs start to pull in other encounter in their attempts to get away from the encounter if they think it is too much for them, or are trying to find a place they can fight it (which happened two times when I ran it). If you have a GM who knows what they are doing the PCs can get pretty thoroughly thrashed.

That being said I agree with Alorha that it is better to have at least one challenging encounter in a scenario rather then having a series of cakewalks. And that’s what every other encounter in this scenario is in my experience. A cakewalk. Without that first encounter I would think this entire scenario would be kind of boring and unmemorable in my opinion. Which is a shame given it is supposed to help bring a conclusion to the Year of the Shadow Lodge arc.

And that is my biggest complaint towards this scenario. It is forgettable. Especially if you have a group of players who are not big on following the story arc for that year, or are just new players in general. For the two tables where I ran this at Gen Con I do not think I could really get my players to care about the mission. And given this is basically a dungeon crawl with little to no roleplaying, all that really leaves me with is combat encounters to make it entertaining and memorable for the players. At least with that first encounter the players will have an encounter they remember, and I think overall players were positive about the challenge (once they had beaten and killed it anyways).

I also agree that this scenario does warn players to have ranged capabilities. Dealing with flying enemies is a crucial ability by the time you get to the 7-11 tier. You are just in trouble if Thogdor the Barbarian can’t find a way to close with an enemy to whack it as you get up in levels.

I also agree with Alorha that the Big Bad of the scenario is supposed to wait for the PCs to open the door, smirk, maybe get off some banter, and then cinematically off the clock for the encounter. Probably the only other memorable encounter in the scenario.

Grand Lodge 3/5

I quite like the scenario, though I tend to softball that encounter a bit.

Spoiler:
I do not have the whirlwind raise them any higher than the level of the balcony - 20'

Even with me being a big softie, mid-tier players find it a challenging encounter. Especially if they trigger the 2nd encounter

Spoiler:
window
at the same time.

The 2 times I ran it at Origins, it was very close to becoming a TPK both times, without actually killing any characters. The only character I killed that con was due to a crit from the BBEG at the end.

Dataphiles 4/5 5/55/55/55/5

I need to revise my 1st reply here.

I ran this mod 4 Times at GenCon.

Twice at tier 6-7, once for the other tiers.

Oh my lord. I killed a lot of players and had many in tears during the Air Elemental fight.

The thing that killed them was lack of the ability to :

A. Get though the damage reduction.
B. Able to handle flying enemies.
C. Handle a lot of fall damage.
D. All the above.

As a publicly rolling GM it was a very brutal encounter that the players were in absolute terror for the rest of the module. This encounter also seems to eat 90-120 minutes of my session due to players trying to pull every trick in the book to survive. One of my tier 6-7 group actually started to drop bells from the bell tower on to the elementals after destroying the bell housing area.

Overall all four of my parties either used ALL their resources, spells, etc.. on this encounter leaving them with just brute force for the rest of the module.

It can be very hard on non prepared players especially at a table at a CON where the group of players don't play with each other much.

I still like this module as it is one of the harder ones and it is nice to have a good old fashion throw down with the party once in a while.

The Exchange 4/5 5/5

Alorha wrote:
Belafon wrote:

I have not read the scenario either, but when I played it the far more concerning part was...

** spoiler omitted **

Sounds like your GM might have ignored a little bit, which would have solved your immersion issues.

** spoiler omitted **

That explains it. It was described to us as

Spoiler:
"They've been hanging there for a while, this is just the amount of time they have left." The BBEG was waiting right inside the door. Now that I know the way the module reads, I think the GM may have been trying to reconcile the situation with the suffocation rules (which would have given us a ridiculously long time to save them).

The elementals were tough but not impossible. We didn't have a blaster caster, so it turned into a positioning fight with a lot of readied actions. Probably one of the most "realistic" fights I've had in PFS when people were ducking and diving frantically all over the room.

The Exchange 5/5

Pathfinder Rulebook Subscriber
Alorha wrote:

honestly, that mid-tier group sounds like it barely made the APL, though you didn't list the druid's or alchemist's levels.

It's a rough fight, but there are rougher out there, and I'm all for rough fights.

I would rather have a brush with death than a cakewalk.

I ran this at gen con, and that encounter was also nearly the end of some, but they pulled it together and took the elemental down, and they felt powerful because of it. They were worried at first, but that seemed to make them more thrilled when they won.

It also taught some of the meleers that they need to invest in ranged weapons. A lesson more people should learn.

Alchemist was either 3 or 4, druid was 4, but her big cat jumped off the balcony in round 1 and was knocked unconscious by the fall from 40 ft, not making its acrobatics roll to avoid the first 1d6 of falling damage.

I'm not saying it shouldn't be challenging. but in a party without fliers or casters , that hasn't hit the high tiers yet where they can spend some PA on items, the tactics described could be toned down. A single air elemental who picks people up once and drops them, then reverts to elemental form would be rough and likely knock one or two people out. 4 rounds of it off the bat is rough.

Grand Lodge 4/5

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I played in that session.

We barely survived or at least it felt that way.

I think we had a cleric, and alchemist, a rogue, a druid, a fighter and I played a paladin.

Spoiler:
The terrain was definitely not in the favor of the party. We could only get 2 characters into melee with the elemental. Getting past the damage reduction was another problem. Our effective ranged attacks had problems hitting.

On top of everything else the dice at the table were cold.

It was a tough fight. Likely the toughest I have seen in PFS.


Thanks for the continued discussion, folks! It's very interesting to read how that encounter goes in different groups.

About the timing in the final encounter:

Spoiler:
Hanging death is almost never by suffocation - it's by breaking the neck or by cutting off the carotid artery (which can lead to severe stroke or cardiac arrest). Not really a happy thing to know, but that's why the final encounter doesn't rely on the suffocation rules.

Grand Lodge 5/5

Go threadbump, GO!

So, while looking at the map, I'm kinda confused. The group is supposed to go in through the belfry, but then where does that put them once they are inside the building?

I would assume the bells would be hanging directly over the altar, or whatever is in the middle of the red circle, but then how do they get down from the belfry? Use the rope and climb down to the floor in area 3? Do they come out on the wooden walkway?

4/5

I recall the stairs lead to the choir loft on the right side of the cathedral.

Put another way:

Effectively the PCs come out on the second story of the air elemental fight, which makes the encounter all the more frightful due to cramped conditions.

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

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Seth Gipson wrote:

Go threadbump, GO!

So, while looking at the map, I'm kinda confused. The group is supposed to go in through the belfry, but then where does that put them once they are inside the building?

I would assume the bells would be hanging directly over the altar, or whatever is in the middle of the red circle, but then how do they get down from the belfry? Use the rope and climb down to the floor in area 3? Do they come out on the wooden walkway?

I asked the same question, here is the answer I got.

Grand Lodge 5/5

Awesome, thanks!

Community / Forums / Organized Play / GM Discussion / Question about 2-23 at shadow's door All Messageboards

Want to post a reply? Sign in.
Recent threads in GM Discussion