PFS #10-19 Corps in Kalsgard


GM Discussion

Sovereign Court 4/5 Venture-Agent, Netherlands—Den Haag aka Monkhound

Hi all,

It looks like a fun scenario, but what's the idea of the final encounter in the high tier?

Tactics: Use the same as subtier 5-6.

You get a lot of fun 5th and 6th level spells that are not supposed to be used, and the wall of 3 skeletons with 42 HP each is not going to stop anyone with a +5 to hit. Both the attack and the defense of the enemies (both the seriously weakened gnome and the skeletons) is way below what should be expected at knoll 8-9.

Am I missing something, or is this a case of editing gone wrong, in which case, how to proceed?

Paizo Employee Organized Play Developer

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10–19 had a weird file reversion that happened right at the worst possible point in the process. The editing team and I worked to find all the issues this caused but it looks like encounter E–2 had several items that didn't get adjusted back to their proper versions.

Encounter E–2:

Scaling

Subtier 5–6 should refer to removing 2 gnome skeletal champions.
Subtier 8–9 should refer to removing 1 gnome bloody skeletal champion.

Tactics

Subtier 8–9: During Combat Ellux casts cloudkill so that its leading edge is directly before him and the effect rolls forward through his undead minions and any PCs trying to enter his workshop. Ellux casts disintegrate against the first PC he sees casting a spell. When at least two of Ellux's skeletons have been destroyed, Ellux uses banshee blast, trying to catch as many PCs as possible in the blast.

5/5 ⦵⦵

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Corps is a great title. But it should be corpses.

I would suggest Press corp in Karlsgard now that would be a twist.

Sovereign Court 4/5 Venture-Agent, Netherlands—Den Haag aka Monkhound

roysier wrote:

Corps is a great title. But it should be corpses.

I would suggest Press corp in Karlsgard now that would be a twist.

True that, true that... I blame my phone :)

@Michael: Thanks for the reply! That looks more in line with what's to be expected in the high tier.

Silver Crusade 5/5 ⦵⦵⦵⦵ Venture-Captain, Indiana—Southern aka CanisDirus

Out of curiosity, doesn't an intensified repair undead spell do the exact same thing as a regular repair undead spell? I'm prepping to run this tomorrow and noticed that Ellux had that prepared at both subtiers and wanted to make sure I wasn't missing something. Thanks in advance.

Scarab Sages Venture-Agent, Illinois—Mount Prospect aka Dokomo

Mike Bramnik wrote:
Out of curiosity, doesn't an intensified repair undead spell do the exact same thing as a regular repair undead spell? I'm prepping to run this tomorrow and noticed that Ellux had that prepared at both subtiers and wanted to make sure I wasn't missing something. Thanks in advance.

Repair undead heals 1d8+Level (max 5) hp, so an intensified Repair Undead will heal 1d8+Level (max 10) hp.

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

Intensified Spell increases the damage die cap, not the caster level cap. It sounds like it doesn’t actually work with Repair Undead.

Silver Crusade 3/5 Venture-Lieutenant, France—Paris

Fun scenario but I noticed a few mistakes.

In the 1st house with the perception check the PC notice no signs of breaking in. But with the diplomatic check they find that a neighbor broke open the door.

The 3rdd house, the painting is on the floor instead of the wall on the perception check.

Finally the 4 house the Gnome apparently owed several thousand of “dollars”

5/5 ⦵⦵

Stanislas Lazarski wrote:

Finally the 4 house the Gnome apparently owed several thousand of “dollars”

Yep, one of my groups found this to be awfully funny.

5/5 Venture-Lieutenant, Michigan—Detroit

Is there a reason that Humush Mum lost a point of Dexterity in High Tier? She has 16 in Low and 15 in High. It looks like she just got some class levels, not a different build.

3/5

A couple of questions:

Question 1:
Encounter E1, Subtier 5-6, Undead Badgers Tactics: they "wait unil a PC comes within 10 feet, then use their burrow ability to crawl directly ... and attack". As the badger doesn't have tremorsense at this level, how are you handling it?

Question 2:
What is the DC for the BBEG to use perception to hear the fight in the tunnels?

My idea (derived from the Perception skill) was to was to start at the cave entrance to the inner chamber with a -6 (40' from him), then add one to the DC for each five feet out into the caves (instead of 1 for every 10 feet). Doing that gives a DC of 6 at the small chamber SE of the cave/inter chamber junction.

Looking forward to running this at GenCon.

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