PFS #10-21 Slaver's End


GM Discussion

Grand Lodge 3/5

I ran this twice at PaizoCon, and both tables seemed to have fun. None got the "boon" weapon that was available if one play #38 No Plunder, No Pay on the character; but even then- i think it was a waste of a boon item, noting the length of time between the scenario's and tier difference. Needing a 7-11 chronicle, to play in a 5-9, for an item. poor planning.

The mechanic of "crew alertness" was interesting, and it deals with an aspect of the game people rarely deal with- getting ready for a fight.

Table 1-

Spoiler:
Full table, playing up.
Talking to Corvius, only the Oread Fighter and Kitsune Arcane Trickster were offered his "deal" of a month of indentured servitude; the others [mostly mundane races and classes] were offered the 'favor to be owed later' but could take the indentured servitude as a bodyguards or enforcers. Talking to Khanuur, they didn't want to free the djinni; and most took the offer.

Approaching the Island, the party realized that the pirate ship out in the harbor wasn't on high alert, decided to take the ship. After doing so, they opted to swap crew with the other ship so they secured the ship for themselves.

Landing in the island, they scoped out the various game trials, learned that there were dogs on the island, and found the stash of stone discs.

At the manor house, the team opted not to scout the location. They only heard the ruckus of the crew in the other room, but they opted for a frontal attack. The trickster detected the trap, failed in disarming it the first time- thus triggering the alarm, but was able to deactivate it the second time. At this time, they learned that the crew was getting ready.
Then the shadow mastiff's bayed. The poor fighter was panicked for several rounds, and ran back to the docks [due to unspecified distance between the two locations and considering a character running full tilt], so to avoid a character death and two combat- i gave her a perception to notice the squid swimming about in the water. She saw it, and noped back to the group.
The witch, tired of being shot at through the window, ran to get the Warpriest to assist.

With the crew, dogs, and warpriest dispatched- they went for the captain and Phelgos. With only one melee in the party- the oread figher, the captain only had one person to use Parry/Rispote against. Phelgos was hit with Hideous Laughter near the start, and recovering he shanked the Arcane Trickster with his poisoned shiv- who then failed her fort save against the Blue Winnis poison.
With the captain unable to fend off several ranged combatants, she was soon downed and taken prisoner. Phelgos surrendered after being roughed up a bit.
No one made their Spellcraft check to identify the Orb of Aqueous Mastery- but did notice Phelgos realizing the party didn't. So some more roughing up and intimidate checks, he coughed up the information.

At the docks, the team held off the Squid while the orb was used to free the Squid from his bounds. Everyone happy, sans the Rapier from participating in the aforementioned scenario.

Team 2

Spoiler:
Team of three, playing up with adjustment.
Talking to Corvius, only the Nagaji Bloodrager was offered the "deal" and the others offered the "favor". Talking to Khanuur, they opted not to free him.

This time, the party landed on shore, scouted out the harbor- found the save cave and did notice the ship wasn't on high alert- so they took the ship and imprisoned the crew. After discussing the sea cave, they opted not to use it. They also decided to approach the island at dawn.

This party did end up scouting the manor, and got some knowledge but didn't choose to try to infiltrate. They opted to storm into the front door- not noticing the trap.
Storming in, they took out the pistolero and the witch quickly, one of the brutes ran off after alerting the captain- who obviously already knew because of the trap and commanded the Mastiff's to Bay... all but the bloodrager went into a panick, and took off through windows. the Pregen, Hakkon, couldn't- because he was anchored in the trap.
After dealing the pirates, dogs, and warpriest- the party opted to drop out of initiative to heal up and loot. I warned them, but they knew what was going on.

Door to the captain's room was locked, but hey- Greater Chimes of Opening. Combat ensued, Phelgos rolled Sense Motive and saw a PC with the Treacherous Chains chronicle- and shanked the pirate boss... who failed her fort save against the Blue Winnis poison. It was written in the Four Player Adjustment, that Phelgos failed his daily assassination attempt against the captain- so he wouldn't have his poison and she would be sickened. Since they landed at dawn, he hadn't used his daily poisons. so... yea, timing. i was just surprised she failed her fort save.

Again, party found the orb, failed to identify it, noticed that Phelgos may have an idea, intimidated him to divulge, released the squid, and found the stone discs on the way back.
Again, no one had the chronicle for No Plunder, No Pay so no fancy Rapier.

The highlight of the scenario, was Corvius asking the party to introduce themselves- so he could identify them as something other than homicidal archeologists. a Final season nod towards Murder Hobo's.

2/5

Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Superscriber

A question I had on the scenario -- what benefit, if any, does the party get for using the Private Sommelier boon?

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

Greatly enjoyed this one, even if the low tier opposition was way too tough. We somehow pulled it off, but my slayer using Blood Reading to realize the octopus had 90 hit points was a wakeup call.

The Private Sommelier boon can save a party from having to agree to future service or favors.

2/5

Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Superscriber
Steven Schopmeyer wrote:

Greatly enjoyed this one, even if the low tier opposition was way too tough. We somehow pulled it off, but my slayer using Blood Reading to realize the octopus had 90 hit points was a wakeup call.

The Private Sommelier boon can save a party from having to agree to future service or favors.

Where does the scenario say that? It implies its polite/etiquette to bring a gift when visiting. Its said that he likes unique things. It says that that boon is an appropriate unique thing. I couldn't find anywhere where it says it replaces the the agreement with him. I was expecting it to add a large bonus on a skill check, but there's none in this section.

Grand Lodge 3/5

NielsenE wrote:
Where does the scenario say that? It implies its polite/etiquette to bring a gift when visiting. Its said that he likes unique things. It says that that boon is an appropriate unique thing. I couldn't find anywhere where it says it replaces the the agreement with him. I was expecting it to add a large bonus on a skill check, but there's none in this section.

When asking about Vayn:
It might be efficient to bring

a rare alcohol or other unique gift for him if you have access
to such.” Note that characters who have the Chronicle sheet
for Pathfinder Society Scenario #9-21: In the Grandmaster’s Name
may check a box next to the Sommelier’s Private Selection
boon in place of any of Corvius’s other “favors” to obtain his
assistance (see Vayn Estate below).

In both my tables, i mentioned that bringing a rare or lavish gift was a courtesy. First table decided to chip in, and buy something; second table had played Corpses in Karlsgrad and had a rare vintage of gnomish whiskey that he donated.

i find it, almost extreme that at high tier, they're expecting the PC's to fight a GARGANTUAN PRIMORDIAL SQUID. imagine a party of mostly martials, not being able to identify the orb returns to the docks. yay

I want hear some horror stories of people freeing Khanuur and the repercussions of doing so... in both my tables, even with a few Liberty's Edge PC's they opted for the 'lesser' of two evils.

Sovereign Court 3/5 Venture-Lieutenant, Georgia—Savannah aka KitsuneWarlock

My table at Paizocon went full murderhobo once they heard the barking dogs, destroying the foyer with a fireball then running from room to room to take out the unprepared sailors. It was pretty brutal... But the PCs were really mad at the rogue venture captain.

Also. "Homocidal archaelogists" is the best line from any box text ever.

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

Truth.

I was a little disappointed that negotiations failed, but giving the history, it makes sense that neither enemy would agree to a truce. At least I was able to shoot back with "I don't think we killed any of your crew." to that particular complaint.

Grand Lodge 5/5 Contributor

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Dustin Knight wrote:

My table at Paizocon went full murderhobo once they heard the barking dogs, destroying the foyer with a fireball then running from room to room to take out the unprepared sailors. It was pretty brutal... But the PCs were really mad at the rogue venture captain.

Also. "Homocidal archaelogists" is the best line from any box text ever.

Chained encounters working as intended. That's one of the reasons for the required preparation rounds and scripted actions. I figure that mission like this go one of 3 ways:

- Super stealth mission and each group is ambushed without knowing about the other fights, Mission Impossible style
- Failed stealth mission where the PCs attempt to ambush each team, fail, and end up with an escalating encounter. This sort of turns into waves and fighting on multiple fronts which leads to a very dynamic fight.
- Full on blitz-raid where the PCs storm the villa and try and take out groups as fast as possible.

I attempted to give support for each of those likely possibilities with the wrench of the dogs and the foyer trap to give PCs a hurdle to overcome with their plans.

"Homicidal archaeologists" was one of my favorite lines to write. I absolutely loved Corvius coming alive on the page and wish I could write more of him.

2/5

Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Superscriber

I had one group fly in and enter through the what looks like a balcony on the map outside the bedroom, pick the lock and run the whole thing backwards. Dogs howling & scrabbling at the locked doors, alerting the rest of the manor. Perhaps that wasn't a balcony, but the group had fun, got to see the pedicure giving Phelgos. A monk stunned Jirandiel on the round one and boss fight was basically over. Rest of the house gave them more of a challenge, but they almost forgot about the captured pathfinders when they set the house on fire to cover their escape. They had to race back to free them....

Grand Lodge 5/5 Contributor

Selvaxri wrote:

I ran this twice at PaizoCon, and both tables seemed to have fun. None got the "boon" weapon that was available if one play #38 No Plunder, No Pay on the character; but even then- i think it was a waste of a boon item, noting the length of time between the scenario's and tier difference. Needing a 7-11 chronicle, to play in a 5-9, for an item. poor planning.

The mechanic of "crew alertness" was interesting, and it deals with an aspect of the game people rarely deal with- getting ready for a fight.

Selvaxri, I agree with you that special boons requiring the same exact character play an earlier scenario from a decade ago is unreasonable, especially when the older scenario is a higher tier. That's why on page 19 in the sidebar the scenario states:

10-21 Slaver's End wrote:
If any of the PCs have credit for Pathfinder Society Scenario #38 on any of their characters and have earned the Waverider’s True Revenge boon, then Jirandiel is equipped with a blood lily barb. If any of the PCs with the Waverider’s True Revenge boons are present, Jirandiel pursues those PCs above all others, fighting aggressively to get her revenge.

emphasis mine

This way as long as someone at the table has played that older scenario before, on ANY character, Jirandiel is a bit more powerful and the PCs have access to some unique loot.

The second part just addresses her actions. In the unlikely event that it's the same PC as before, she attempts to murder them at all costs for ruining her life by stealing her first ship.

Also, I'm glad you liked the Estate on Alert mechanics. I was hoping the table would be useful for GMs and help facilitate a good infiltration scenario gone wrong.

Grand Lodge 3/5

Vanessa Hoskins wrote:


10-21 Slaver's End wrote:
If any of the PCs have credit for Pathfinder Society Scenario #38 on any of their characters and have earned the Waverider’s True Revenge boon, then Jirandiel is equipped with a blood lily barb. If any of the PCs with the Waverider’s True Revenge boons are present, Jirandiel pursues those PCs above all others, fighting aggressively to get her revenge.

emphasis mine

This way as long as someone at the table has played that older scenario before, on ANY character, Jirandiel is a bit more powerful and the PCs have access to some unique loot.

Oh poop- failed to note "any character" still, at my tables it seemed like newer players, so i don't think they had played that scenario.

I'll see about contacting them, and try to correct that error if needed.

Quote:

The second part just addresses her actions. In the unlikely event that it's the same PC as before, she attempts to murder them at all costs for ruining her life by stealing her first ship.

Also, I'm glad you liked the Estate on Alert mechanics. I was hoping the table would be useful for GMs and help facilitate a good infiltration scenario gone wrong.

Both tables, i tried to emphasis the "no one's on guard, security is lax" for a possible stealth infiltration, but both tables opted for a frontal assault.

Shadow Lodge 5/5 ⦵⦵ Venture-Lieutenant, California—San Francisco Bay Area North & East aka thistledown

For me it's not the age or the tier of the original that makes the boon unlikely - it's a very murderhobo scenario, and I've never seen anyone leave her alive.

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

My team did, so at least that boon was correct!

5/5 Venture-Captain, Ohio—Northern aka GinoA

I have a question about the blood lily barb. I didn't actually see anywhere that said is was only available if the extra-homicidal Jirandiel option is triggered.

Granted, it doesn't actually show up in the scenario, but nothing in the directions or chronicle says it should be limited.

In the end, I had missed the any-character clause and she should have been gunning for the Calistrian in the party, but making the barb available was correct either way and she almost killed the Calistrian with thrown daggers as the opening volley. Silly cleric playing up.

Grand Lodge 5/5 Contributor

Gino Melone wrote:

I have a question about the blood lily barb. I didn't actually see anywhere that said is was only available if the extra-homicidal Jirandiel option is triggered.

Granted, it doesn't actually show up in the scenario, but nothing in the directions or chronicle says it should be limited.

In the end, I had missed the any-character clause and she should have been gunning for the Calistrian in the party, but making the barb available was correct either way and she almost killed the Calistrian with thrown daggers as the opening volley. Silly cleric playing up.

While designing her I realized how deadly a swashbuckler with Quick Draw and thrown daggers can be, even without the flying blade archetype. I gave her that as a decent ranged attack, but it's so nasty.

As for the barb, it looks like by the letter of the published scenario that she's only equipped with it someone at the table has earned the Waverider's True Revenge boon on any character. The Chronicle Sheet doesn't specify.

However, in general if there's something on the sheet the players didn't find or retrieve (like a hidden cache with a partially charged wand) then the GM is supposed to strike it from the chronicle. Therefore if she doesn't have it, then there's no way for it to be in the scenario so the PCs can't get it.

If this has changed in the past few years, then maybe they do get it. The intention was that it's a special reward after facing a special risk. I'd need a OPF organizer or developer to weigh in.

Paizo Employee Organized Play Developer

Vanessa Hoskins wrote:

As for the barb, it looks like by the letter of the published scenario that she's only equipped with it someone at the table has earned the Waverider's True Revenge boon on any character. The Chronicle Sheet doesn't specify.

However, in general if there's something on the sheet the players didn't find or retrieve (like a hidden cache with a partially charged wand) then the GM is supposed to strike it from the chronicle. Therefore if she doesn't have it, then there's no way for it to be in the scenario so the PCs can't get it.

This is how that's supposed to work, yeah. I had to shift a couple things around in copyfit and text that was redundant with our normal rules (PFS Guild Guide, page 37: After the scenario, the GM crosses off the items on the Chronicle sheet that you and your fellow Pathfinders did not discover) seemed like the best place to buy a couple lines to work with.

Apologies for any confusion that led to.

Grand Lodge 2/5

Vanessa Hoskins wrote:


Chained encounters working as intended. That's one of the reasons for the required preparation rounds and scripted actions. I figure that mission like this go one of 3 ways:
- Super stealth mission and each group is ambushed without knowing about the other fights, Mission Impossible style
- Failed stealth mission where the PCs attempt to ambush each team, fail, and end up with an escalating encounter. This sort of turns into waves and fighting on multiple fronts which leads to a very dynamic fight.
- Full on blitz-raid where the PCs storm the villa and try and take out groups as fast as possible.

I attempted to give support for each of those likely possibilities with the wrench of the dogs and the foyer trap to give PCs a hurdle to overcome with their plans.

"Homicidal archaeologists" was one of my favorite lines to write. I absolutely loved Corvius coming alive on the page and wish I could write more of him.

My table found themselves in option 2 after a lightning bolt was cast in the lounge. Even the barking dogs and construction noise couldn't conceal THAT.

Grand Lodge 5/5 Contributor

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I had a chance to run this SEVERAL times at Origins and I found that my assumption was correct: in most instances the party:
- Stealths
- Attempts to Stealth and Blitzes
- Intentionally storms the house and Blitzes each combat, sweeping the manor.

I also found that PCs rarely got stuck in the trap, but often set it off as they ran across it and didn't stay in the main room for long. When they did, one of the pirate crew had already disabled the trap to go yell at the dogs or see who was knocking at the door.

(one group of merchants PCs decided to be door-to-door sales people and just knock and ask to speak with Phlegos Dulm. ... so that happened)

Some recommendations:
Use the note-card method of tracking initiative and be prepared to track the initiative for the entire house at once. When it came to someone's turn, if the estate was on alert, I'd tick off how many rounds they'd been preparing and how many rounds they needed. This often looked like this:

Prep(12/7): |||

This kept me on track for the entire multi-room conglomeration of fights that always seemed to happen. If someone wasn't preparing, they were usually shouting out to keep quiet or "stop fighting, you're both beautiful." This let the PCs know that there were other dangers in the estate that could hear them. It also gave me space to note things like conditions and round per level spell effects.

BTent(8): ||
+13 (1d6+4)

Finally, I had to figure out how to deal with parties ambushing Jirandiel and Phlegos, catching them completely unaware. Here are some recommendations:
- Have Phlegos scream in terror and flee to the other room. Treat it like no big deal "Oh, he screams and runs away, stumbling." Then he can spend a few round using infusions.
- Jirandiel needs a weapon, and fast! She can: take a shiv from Phlegos (she knows he has them, it's all a cat and mouse game), steal a weapon from a PC (dangerous!), or go for one of her own. She's supposed to have her weapon right next to her, but clever PCs can take it away or move it beyond her reach. She also has a dagger strapped to her thigh, as a back-up weapon. Opportune Parry and Riposte will make up for her low AC if she's caught off guard, but she needs that weapon! Swashbuckler's Initiative allows her to draw a weapon as part of initiative, so pick up that rapier and roll initiative!
- Foreshadow the sea monster. Let the PCs see a shadow of it far off in the water as they approach the island, or out in the bay. Unless they teleport directly into it's lair, they're likely to encounter it after acquiring the orb of aquatic mastery, so let it's presence be known.
- Feel free to adapt. This scenario was written more sandbox-style in how the PCs approach the estate. Give them a chance for any plan they come up with succeed. Let them try something silly.

Have fun! Let me know if you have any questions!

4/5 Venture-Agent, Netherlands—Utrecht aka Quentin Coldwater

Prepping this for tomorrow. Looking forward to it. I love Vayn and I know I have an Aquatic Elf at my table.

Important thing I noticed while prepping: Flak'ak is supposed to use Sacred Armor on himself, but in both tiers that won't help. Magic Vestment gives the same kind of bonus (enhancement), and is equal on both tiers. Magic Vestment is a +1 per 4 caster levels (+1 on low tier, +2 on high tier), Sacred Armor is a +1 at 7 and goes up by one every 3 levels (+2 at 11). I'll remove that from his buff routine, but I won't add in anything else. His Trickery domain blessing is nasty enough. Luckily he's only using Mirror Image, not Greater Invis.

Similarly, Sacred Weapon "only" buffs his whip with a +1, as it's already a +1, so the +2 doesn't stack with it.

Also, thanks for explicitly stating the squid only constricts once per round, that really helps with the catch-and-release nonsense.

Random question: any reason the squid has the Primordial template? You needed to up its CR? The DR and bigger dice on the bite are nice, but the spell-likes seem a bit weird, and generally a bit out of place here. Not a complaint, just wondering.

Anyway, I have three Monks at my table, so everyone will get pounded into dust, I fear. :P

Shadow Lodge 5/5 ⦵⦵ Venture-Lieutenant, California—San Francisco Bay Area North & East aka thistledown

When I ran this, the party attempted stealth, but things didn't go well with the dogs, so howls happened and only the next-door pirates were unprepared. One person got scared by the howl exactly long enough to get out of range of the trap, so that was nice, but another was gone a long time.

When I played it, we pulled off a perfect stealth run. 2 gunslingers bought and used Oil of Silence on the guns. Paladin used an Elixer of Stealth. Party paid for Ezren to learn and use invisibility. Made the perception to see the trap in the entry, had no way to deal with it, so went around to a back window. Used glue paper and glass cutter to get in. Saw drunk pirates, let them be. Went down hall to slavemaster, surprise ran in and ganked him. Then did likewise with the dogs. (Only possible because 4-player removed 1 mastiff) Then went back around to the pirates and dealt with them. Jumped from doorway to stairs, then burst in on pedicure. But her sword was still next to her.

As the gunslingers were also swashbucklers, and gulch gunners who like to be adjacent and provoke... the boss fight was a mess of AoO's and parries that had to be carefully walked through order of operations. But it was a lot of fun.

4/5 Venture-Agent, Netherlands—Utrecht aka Quentin Coldwater

Also, one more question about Flak'ak: his whip is listed as dealing 1d6 cold damage. Where does that come from? My only guess is that the Frost property is already added to it, but it's not spelled out in his tactics. His Water Blessing gives him 1d4 if he's used it, but again, tactics don't specify.

Grand Lodge 5/5 Contributor

RE: Flak'ak

The Sacred Weapon buff stacks as explicitly stated in the ability. He gets a +2 bonus in both subtiers. The cold damage is from the frost quality. The bigger issue I see is that he doesn't have the frost ability in the low subtier and essentially wastes the other +1 enhancement bonus. He also looks like he's missing it in the high subtier as well. For balance reasons, it's probably best to leave it off. If you insist on putting it in, keen is probably the easiest to add without causing too much trouble/balance issues.

The Sacred Armor buff also stacks as explicitly stated in the ability. He gets a +1 bonus in the low subtier and a +2 bonus in the high subtier. This is not added in (probably a mistake on my part). Again, +2 AC would make him a bit harder, so use your best judgement on whether to put it in or not.

He can activate both of these with a single swift action and 2 points of fervor.

It states that he uses these in the During Combat section, so it's assumed he'd have the swift available to activate them. Therefore they're included (well, half of the weapon enhancement is anyway).

My take-away is that this is a prime example of how silly a high-level NPC warpriest stat-block is since it varies so much on how many of the 15 buffs they can give themselves in 8 rounds are active.

4/5 Venture-Agent, Netherlands—Utrecht aka Quentin Coldwater

Ah, thanks on the clarification of Sacred Armour. I completely missed the part that stated it stacked.
Yeah, Warpriests are scary complicated. I had to do some serious reading to wrap my head around everything.

Grand Lodge 5/5 Contributor

This is one of the reasons that, as an adventure author, I'm really looking forward to Pathfinder 2. Simplified stat blocks are going to be a godsend.

4/5 Venture-Agent, Netherlands—Utrecht aka Quentin Coldwater

After-action report:
Party spent way too long talking and roleplaying in the first part. Luckily they mopped up the fights in the latter half, so everything was fine. Everyone hated Vayn, which was great. The Ifrit Monk was eying the Efreet and not saying anything. The Aquatic Elf pretty readily agreed to do the "favour," saving everyone else from the legacy boon. In the end, he was pretty happy with it, the boon he got out of it is pretty nice.
Anyway, they came to the island, mucked around a bit on the bay. They suspected a trap at the door, so they prevented that by flying to the second floor and entering through there (I confused left with right and thought the roof of the lower floor was on the wrong side of the house). They caught Phlegos and Jirandiel practically naked and unprepared, so that fight was quickly done with. They spent quite some time there, so I had everyone else on full alert by then, but they couldn't enter, as the door was locked.
They went downstairs to find the captured Pathfinders and pulled everyone at once (I put them downstairs, which maybe wasn't the best idea, but whatever). The riding dogs died to a Fireball. The baying of the Shadow Mastiff scared away one Barbarian and the Witch, the Warpriest got Feebleminded before he could do anything. I could've continued the fight, but they had the superior position and it was only going to be a slapfight for my guys anyway (one half-dead Barbarian, one Mastiff already kicked the bucket I think, and the Gunslinger wouldn't be that effective anyway. The rest was dead or feared for several rounds). They had a few good AC tanks in front, so they weren't going to be very effective anyway.
They checked the basement, but they had the Orb and freed the squid.

In the end, maybe I let them go on the roof a little too easily, but even if they'd alerted one group, they were quick enough to get on top, so Jirandiel and Phlegos wouldn't have been much better off. The rest would have been pretty much the same.

A question:
The room north of B8, what's that supposed to be? I treated it as a closed off room, but my players reasoned that it might've been a balcony you could enter from.

Grand Lodge 5/5 Contributor

Kwinten Koëter wrote:
They caught Phlegos and Jirandiel practically naked and unprepared

WHOAH!

I want to make this perfectly clear.

There is no nature of a sexual relationship between Jirandiel and Phlegos. None. End of story.

Please DO NOT include this element in your running of the game.

The room north of B8 is a balcony.

4/5 Venture-Agent, Netherlands—Utrecht aka Quentin Coldwater

Oh, sorry, poor choice of wording. I meant to say they weren't wearing any armour or whatever. Phlegos was filing Jirandiel's nails, as described in the scenario. Though I did have her in a nightgown, for funsies.

Shadow Lodge 5/5 ⦵⦵ Venture-Lieutenant, California—San Francisco Bay Area North & East aka thistledown

Just a note, it is REALLY HARD to make the spellcraft check to determine what the orb does, so that you know how to solve the squid problem.

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

James Anderson wrote:
Just a note, it is REALLY HARD to make the spellcraft check to determine what the orb does, so that you know how to solve the squid problem.

Our bard used Identify, the +10 helped.

---

I played yesterday, Quentin GMed for me. We went in through the second floor window so we rather upset the intended order of the house. That was substantially easier than if we'd gone through the front door; the bosses hadn't had any time to prepare.

The Exchange 4/5

Lau Bannenberg wrote:
James Anderson wrote:
Just a note, it is REALLY HARD to make the spellcraft check to determine what the orb does, so that you know how to solve the squid problem.

Our bard used Identify, the +10 helped.

---

That actually doesn't work. It is in the spell description that it won't work on artifacts.

I used a reroll and rolled a 20. My character wished he hadn't, and just wanted to lock it away.

5/5

We bargained for a wish from the efreeti and got teleported to the island, into the cave. One of our party dived into the water and triggered the encounter. The thing went down after several psychic headblasts to the face.

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

Jeff Morse wrote:
Lau Bannenberg wrote:
James Anderson wrote:
Just a note, it is REALLY HARD to make the spellcraft check to determine what the orb does, so that you know how to solve the squid problem.

Our bard used Identify, the +10 helped.

---

That actually doesn't work. It is in the spell description that it won't work on artifacts.

I used a reroll and rolled a 20. My character wished he hadn't, and just wanted to lock it away.

Interesting, that's something that's never come up before.

Dark Archive 4/5

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Just ran this last night - low tier. They made a deal with and failed their checks against the Efreeti, so got teleported to the cave. They killed the octopus without too much issue other than brief worries about drowning, then walked through the rest of the house. Managed to set off the trap trying to find a way around to the other side of B5.
Tracking everyone from the start and running as one long combat and adjusting each wave as things changed was an excellent suggestion.

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

I like the change of pace, what with encounters not being sound-walled off from each other like in most dungeons. Although in our case the whole setup gets weird when the pirates downstairs know they can't open the locked door so there's this huge welcoming committee downstairs but the floor is lava.

It feels good being rewarded for thinking beyond entrance through the front door, although investigators are quite all or nothing when it comes to having had time to prebuff. I think we got it a bit too easy whereas otherwise it might have been really hard.

Grand Lodge 5/5 Contributor

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Lau Bannenberg wrote:

I like the change of pace, what with encounters not being sound-walled off from each other like in most dungeons. Although in our case the whole setup gets weird when the pirates downstairs know they can't open the locked door so there's this huge welcoming committee downstairs but the floor is lava.

It feels good being rewarded for thinking beyond entrance through the front door, although investigators are quite all or nothing when it comes to having had time to prebuff. I think we got it a bit too easy whereas otherwise it might have been really hard.

Working as intended!

I certainly wanted this to be the "if you have good strategy, it's not too hard otherwise you get murdered" scenario. Especially because the PCs have the upper hand, for the most part.

Also, everyone in the house knows the password to disable the trap for 10 minutes (it's a profane insult to "The Ten").

4/5 Venture-Agent, Netherlands—Utrecht aka Quentin Coldwater

Final question: there's a boon for the Liberty's Edge faction to summon something. But a Summon Monster II seems pretty small, considering my players were all level 7+. It uses similar wording as for example Breath of the Dragonskull, which also uses Summon Monster II. The Dire Badger seems like a decent option at that level. The wording of the Liberty's Edge boon (Freedom for All!) specifies no actual creature you can summon. I guess an at-will Summon Monster II is pretty okay, but it still feels... lacking? The way the boon is worded, you can summon either a squid or an octopus, both CR1 creatures. Was this supposed to unlock a specific creature available as a summon?

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