PFS #10-14: Debt To The Quah (GM Discussion)


GM Discussion

4/5 **

I couldn't find a thread so I figured I'd start one.

A couple of questions:

A2 - Exactly how many pillars are there? Deciphering off the map, it seems like there could be 10 or 20.
A6 - Doesn't say exactly how many charges are needed to repair either of the two damaged "items" in this room.
A8 - Again, doesn't specify how many charges to restore each "item".

Apart from this, I do enjoy the scenario and the story.

Grand Lodge 4/5 **** Developer

4 people marked this as a favorite.

Hi Joe,
Glad you're enjoying the scenario! The method of giving a number of charges was a late addition, so I missed a few spots.

A2: Just the squares in the middle of the room, for 10 pillars.
A6: Let's go with 3 for the sarcophagus lid, and 2 for the skeleton.
A8: For consistency, 3 charges for each sarcophagus lid.

This should give the PCs enough charges for the whole scenario, without requiring them to expend any of their own resources. This means that the sarcophagus lids are thinner than most real-world examples, roughly one and a half inches if they are made of the same stone as masonry walls. But that thinness also helps to explain how the PCs can lift the sarcophagus in A6 in the first place.
**Escapes rabbit hole of reading about sarcophagi**

4/5 **

Linda Zayas-Palmer wrote:

Hi Joe,

Glad you're enjoying the scenario! The method of giving a number of charges was a late addition, so I missed a few spots.

A2: Just the squares in the middle of the room, for 10 pillars.
A6: Let's go with 3 for the sarcophagus lid, and 2 for the skeleton.
A8: For consistency, 3 charges for each sarcophagus lid.

This should give the PCs enough charges for the whole scenario, without requiring them to expend any of their own resources. This means that the sarcophagus lids are thinner than most real-world examples, roughly one and a half inches if they are made of the same stone as masonry walls. But that thinness also helps to explain how the PCs can lift the sarcophagus in A6 in the first place.
**Escapes rabbit hole of reading about sarcophagi**

Thanks Linda! I'll keep the notes with my print-out so others at my location(s) can reference them if necessary.

4/5 *****

1 person marked this as a favorite.

Just read through the scenario.

It seems counterintuitive that PCs would be rewarded for destroying the sepulcher's warden. I thought the whole point of this adventure was to put things back the way they were, not to break more things (which would, to my mind, also includes the tomb's original guardian). Is there something I'm missing here?

I'm wondering how to rationalize for my players in story terms, in a way that encourages them to fight the guardian rather than running away or teleporting out of the tomb and losing a success point.

Grand Lodge 1/5

I played this adventure at level 3-4 on Sunday. It was fun, but there were some of oddities observed.

1. The difficulties of convincing the Council members seemed quite high for level 3/4 characters. Also, the skills/abilities seemed a bit abstruse. I understand the desire to include a broad swath of skills, but many of them seemed unusual. Unless you have a bard in the party, what is the chance that anyone has Perform/Oratory? Even with a bard, the Perform (Musical Instrument/Dance) skills might be selected instead.
Maybe it was just our party, but this part seemed very difficult.

2. No listing of how many charges the stone used to fix something (as mentioned above). We were expecting something like: Mending = 1 charge, Make Whole = 2 charges.

3. In the Maze area, we wanted to repair the ceiling so the Caretakers wouldn't be endangered, but apparently this was not possible?

4. We were not particularly surprised to have to fight the Guardian and the one lightning dog on the way out (4 player adjustment). We were kind of surprised the dog never evinced any lightning, though.

5. We tried to give a rough sketch of where the dangerous ceilings were in the Maze to the Caretakers on our way out, but they wouldn't even talk to us. Just 'we got this, go away'.

4/5

FYI the Sepulcher Warden's stat block is broken. DEX listed as 14, but AC has it as +1

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