[GM Reference] The Fall Of Plaguestone **Caution Spoilers**


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Sovereign Court

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Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber

I have started this with two separate groups now and I found it very helpful to start around the morning fire before heading out for the day so the players could swap stories with Bort. Gives them a little more attachment to him in a more natural way.


Is Lower Spite's Cradle supposed to be 1 square = 5 feet instead of 10 feet?

Paizo Employee Managing Developer

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Delirious2019 wrote:
Is Lower Spite's Cradle supposed to be 1 square = 5 feet instead of 10 feet?

Yep. Both maps should be 1 square = 5 feet.


For the Caustic Wolf's jaw Strike, if it is successful do I have to expend another action to do Knockdown or is it all done in one action?


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Quote:
For the Caustic Wolf's jaw Strike, if it is successful do I have to expend another action to do Knockdown or is it all done in one action?

A bit late, sorry (I came here since I am running this in PbP and killed one PC and have another who might die now... out of a 4 PC party, all this vs. the Bloodlash Bushes. But it seems no one else had problems there).

Seems it is one action to use Knockdown, which automatically puts the target prone.
Knockdown
You have to have a successful Jaws strike just before (it does not specify that this is in the same round, could carry over to next round?).


GM Wayfinder wrote:
Quote:
For the Caustic Wolf's jaw Strike, if it is successful do I have to expend another action to do Knockdown or is it all done in one action?

A bit late, sorry (I came here since I am running this in PbP and killed one PC and have another who might die now... out of a 4 PC party, all this vs. the Bloodlash Bushes. But it seems no one else had problems there).

Seems it is one action to use Knockdown, which automatically puts the target prone.
Knockdown
You have to have a successful Jaws strike just before (it does not specify that this is in the same round, could carry over to next round?).

Awesome! Thank you!

Dark Archive

Pathfinder Adventure Path Subscriber

Quick non-mechanical question - roughly how many wagons are in Bort's caravans? There's at least two, since the PCs ride along in the "last wagon," implying there's a first. I'm thinking three, since Bort is a moderately successful legitimate businessman (and whether he's a successful illegitimate businessman is left to your discretion), so I can't imagine it much larger than three.

Any thoughts?

Dark Archive

Pathfinder Adventure Path Subscriber
Delirious2019 wrote:
GM Wayfinder wrote:
Quote:
For the Caustic Wolf's jaw Strike, if it is successful do I have to expend another action to do Knockdown or is it all done in one action?

A bit late, sorry (I came here since I am running this in PbP and killed one PC and have another who might die now... out of a 4 PC party, all this vs. the Bloodlash Bushes. But it seems no one else had problems there).

Seems it is one action to use Knockdown, which automatically puts the target prone.
Knockdown
You have to have a successful Jaws strike just before (it does not specify that this is in the same round, could carry over to next round?).
Awesome! Thank you!

Yep, Knockdown requires an action. Improved Knockdown does not.

Shadow Lodge

Misroi wrote:

Quick non-mechanical question - roughly how many wagons are in Bort's caravans? There's at least two, since the PCs ride along in the "last wagon," implying there's a first. I'm thinking three, since Bort is a moderately successful legitimate businessman (and whether he's a successful illegitimate businessman is left to your discretion), so I can't imagine it much larger than three.

Any thoughts?

I think at least three wagons would be correct as the phrase, "all of the wagons" is used, rather than "both wagons" if it was two. Three or four wagons would seem OK, but then you start to run out of teamsters to drive them. You'd have Bort, Olf, Ulf, and Tamli able to drive them - but perhaps one of your PCs has taken on the teamster role depending upon the background they have chosen. I'd say three wagons or four wagons if one of the PCs is a teamster sounds about right.


Misroi wrote:

Quick non-mechanical question - roughly how many wagons are in Bort's caravans? There's at least two, since the PCs ride along in the "last wagon," implying there's a first. I'm thinking three, since Bort is a moderately successful legitimate businessman (and whether he's a successful illegitimate businessman is left to your discretion), so I can't imagine it much larger than three.

Any thoughts?

I think the first paragraph on page 4 has the number of wagons in the caravan (I think six total). I've been assuming that all Bort's employees (including Cooky) are each driving a wagon in the caravan.


pg 4
"The caravan consists of six covered wagons"

Dark Archive

Pathfinder Adventure Path Subscriber

Thanks! I swear I read through that portion, but I just couldn't find it to save my life.


Hello all,

I combed through the adventure and read over posts but could not find it. What levels are the PCs in this adventure supposed to be by particular points? I'm gearing up to run this as my first 2e experience and I am trying to get a good understanding of how things will be paced.


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DraconicBlessing wrote:

Hello all,

I combed through the adventure and read over posts but could not find it. What levels are the PCs in this adventure supposed to be by particular points? I'm gearing up to run this as my first 2e experience and I am trying to get a good understanding of how things will be paced.

xp spreadsheet.


Thank you very much this is thorough! So it looks like for the most part each part gets you up a level. Easy way to structure it if I decide not to worry over tracking XP.

Grand Lodge

I'll be running this in March and heard from a friend that played it that it was extremely deadly. They quit due to a TPK near the end of chapter 2. After his group played it, they discussed afterward that maybe they should've all started at 2nd level. I'm considering starting my group's PCs at 2nd level. Thoughts?

Scarab Sages

roll4initiative wrote:
I'll be running this in March and heard from a friend that played it that it was extremely deadly. They quit due to a TPK near the end of chapter 2. After his group played it, they discussed afterward that maybe they should've all started at 2nd level. I'm considering starting my group's PCs at 2nd level. Thoughts?

That will effectively reduce all encounters by one step (Severe to Moderate, etc.) That means each encounter would give fewer XP, unless you'd be using milestone leveling.


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Great thread, really helps me understand and notice things (like the boar reaction).

Something I didn't find any solution to regards the damage of the crossbow attack by Hallod. A heavy crossbow hits with 1d10 piercing damage. In the hands of Hallod it does 1d10 + 2 piercing damage. Is there something I haven't found yet that tells me, why there's a +2 to the heavy crossbow? Or shall I just accept it?

Another question I have is about the rune that is found after the encounter I mentioned before. If I understood it right the runestone they might find (shadow rune) needs an armor potency rune first before it can be put on any armor. That's a level 5 rune and costs 160 gp. Is the rune there to be sold or shall I give the players the opportunity to use the rune? I'm confused cause the requirement to use the rune is something they will hardly ever achieve in the module itself as they barely reach level 4 at the end of it.

Thanks in advance and sorry for bad english, it's not my first language.


Daenemarker wrote:

Great thread, really helps me understand and notice things (like the boar reaction).

Something I didn't find any solution to regards the damage of the crossbow attack by Hallod. A heavy crossbow hits with 1d10 piercing damage. In the hands of Hallod it does 1d10 + 2 piercing damage. Is there something I haven't found yet that tells me, why there's a +2 to the heavy crossbow? Or shall I just accept it?

Another question I have is about the rune that is found after the encounter I mentioned before. If I understood it right the runestone they might find (shadow rune) needs an armor potency rune first before it can be put on any armor. That's a level 5 rune and costs 160 gp. Is the rune there to be sold or shall I give the players the opportunity to use the rune? I'm confused cause the requirement to use the rune is something they will hardly ever achieve in the module itself as they barely reach level 4 at the end of it.

Thanks in advance and sorry for bad english, it's not my first language.

After looking a bit more into it and asking on reddit I see that the additional damage is to be accepted as monsters are built another way and don't show every part of build. Like there could be weapon spezialisation but since that's not shown on the stat block it's just represented by the flat damage boost of + 2.

For the rune I think I'll offer them to swap the rune with a +1 weapon potency rune either at a local smithy or the caravan and an additional lesser healing potion if they haggle good.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

You'd give them 68 or 69 gp worth of loot in place of 160 gp worth?

Scarab Sages

Ed Reppert wrote:
You'd give them 68 or 69 gp worth of loot in place of 160 gp worth?

Better loot they can use rather than loot they can't.

Plus I thought a shadow rune is only 55 gold.


Ed Reppert wrote:
You'd give them 68 or 69 gp worth of loot in place of 160 gp worth?

Shadow rune is 55 gp, the 160 gp rune is the armor potency rune +1 (level 5) which is the requirement to use the shadow rune at all.

Still looking for a fun and useful alternative to the lesser healing potion, open for suggestions that could fit the theme of the module.


Pathfinder Lost Omens, Rulebook Subscriber

Help! My group has started the ranger quest before finishing up with Hallod, so they're not second level yet. How do I convince them to abandon the blight problem and go after Hallod? They're already in the woods.


Thomas Keller wrote:
Help! My group has started the ranger quest before finishing up with Hallod, so they're not second level yet. How do I convince them to abandon the blight problem and go after Hallod? They're already in the woods.

Seems like it would be a good idea to just "find" the house on their way, with Hallod in front of it who runs into the house itself as soon as he sees them. Yes, it would make it easier for the group to find the hidden entrance as he is not going to barge in the front door to get spear-trapped. But it could be a way that doesn't feel too railroady.

Sovereign Court

I9 Kitchen: According to the text, the homunculus tries to flee to warn Vilree. According to the bestiary, homunculus has master link. Now, I suppose it could be a soulbound homunculus, but nothing I can see really suggests that. What after your thoughts?


Runnetib wrote:
I9 Kitchen: According to the text, the homunculus tries to flee to warn Vilree. According to the bestiary, homunculus has master link. Now, I suppose it could be a soulbound homunculus, but nothing I can see really suggests that. What after your thoughts?

What I intend to do about that is simply play it as the homunculus going to its master for safety, which results in the same behavior. In the end, I figure from that moment on, Vilree knows what's going on and starts preparing the drudge in a hurry.

Grand Lodge

NECR0G1ANT wrote:
roll4initiative wrote:
I'll be running this in March and heard from a friend that played it that it was extremely deadly. They quit due to a TPK near the end of chapter 2. After his group played it, they discussed afterward that maybe they should've all started at 2nd level. I'm considering starting my group's PCs at 2nd level. Thoughts?
That will effectively reduce all encounters by one step (Severe to Moderate, etc.) That means each encounter would give fewer XP, unless you'd be using milestone leveling.

Milestone leveling. At the end of each chapter. I only have 4 players now. Was this adventure written for 4 or 6 PCs?


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Four, I believe.


Runnetib wrote:
I9 Kitchen: According to the text, the homunculus tries to flee to warn Vilree. According to the bestiary, homunculus has master link. Now, I suppose it could be a soulbound homunculus, but nothing I can see really suggests that. What after your thoughts?

It's a bit of a moot point as all the Alchemical Drudges ALSO have master link, so she knows they're coming for about an hour. That's why she's already sent her last Drudge to Plaguestone.

Horizon Hunters

Caustic Wolf Question - Does the Howl suffer from the -4 to the intimidation check? Reference from CRB . If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Isn't that the circumstance penalty already mentioned in the ability in the stat block?

Horizon Hunters

TomParker wrote:
Isn't that the circumstance penalty already mentioned in the ability in the stat block?

It is for any wolves joining in via reaction, so that wouldn't stack with the -4 language one. (...spend a reaction to join the howl, causing the effect to emanate from them as well. This affects additional enemies within 30 feet of them and uses the caustic wolf’s Intimidation check with a –4 circumstance penalty)

But this is more for the originating action from the wolf.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Oh, right. Rereading it, when I ran it I assumed that the Howl was its own thing. I did not apply a -4 penalty.

Horizon Hunters

It feels RAI is no penalty and that is how I ran it as well, but it was brought up and I think RAW is probably with the -4 to the caustic wolf. This is more a rules interpretation study.


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Adam Daigle wrote:
CrystalSeas wrote:
What maps are people using for the Feedmill?
I think the first one shown in the product description for the Pathfinder Flip-Mat: Tavern Multi-Pack or the Pathfinder Flip-Mat Classics: Tavern would work well. I thought to mention that in the product, but felt it might read as too much product placement.

Here’s what I drew up for the Feedmill and center of town. It worked really well. First session ran yesterday. Got to Hallod’s in about 6 hours of gameplay. Immediately thought it was the goblin but was under orders from someone.

https://imgur.com/a/srYVSfR

Not sure how to make it a clickable link


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Below the "ADD NEW POST" box at the bottom of the page is a "how to format your text" button. It has several examples. The third one shows how to make a clickable link.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Hello
My players are about to face off against Hallod this weekend.
Maybe Im over thinking this but I want to get it right.
If Hallod uses his one-two move and crits on the first attack, can he use his dirty trick?? If so, is the target flat-footed for the push or shove (which does nothing) or Flat-footed for the second attack of the one-two?

Thanks.

Also, I think its kind of strange that Hallod does not have intimidate. He seems like the perfect guy to use demoralize.


Cralius the Dark wrote:

Hello

My players are about to face off against Hallod this weekend.
Maybe Im over thinking this but I want to get it right.
If Hallod uses his one-two move and crits on the first attack, can he use his dirty trick?? If so, is the target flat-footed for the push or shove (which does nothing) or Flat-footed for the second attack of the one-two?

Thanks.

Also, I think its kind of strange that Hallod does not have intimidate. He seems like the perfect guy to use demoralize.

As far as I remember, if he crits with the kukri, he gets a free attempt to trip his opponent (which does not in this case impact MAP), and then he can make a fist attack against an opponent which is either flat-footed or straight-up prone now. The one-two pretty specifically says they're flat-footed to the second attack in that ability, not just the next attack action taken.

And this has been discussed to death elsewhere, but Demoralizing people isn't the same as just being scary. He's got plenty to do in a fight anyways!

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Charter Superscriber

thanks
yeah thats pretty much how i read it.

After looking at the encounter. He doesn't really need to demoralize anyone.

RPG Superstar 2014 Top 32

Any advice for running chapter-3?
It seems unlikely that a group could clear the whole place without at least 1 8-hour rest. And I guess I have a hard time in multi-room encounter areas adjudicating when a 10-minute rest can happen without interruption. It seems unlikely that they can deal with the orcs outside without some sort of alarm alerting the denizens inside Spites Cradle.
I would be curious to hear how Jason Bulmahn imagined a party exploring spites cradle under PF2 rules (which he invented). At least in PF1, it was reasonable to take a few rounds using wands of CLW to heal up . But now you have to take 10 minutes and hope no one comes around?
I realize that it's up to me, the GM, to do what I feel is best for my game, but I would still be curious what the assumptions of the people who invented the rules are.

RPG Superstar 2014 Top 32

Grumpus wrote:

Any advice for running chapter-3?

.

Never mind. The party TPK'd against the blood ooze. Oh well. 1d12+8 +1d6 bleed with a +15 to hit is pretty ridiculous for lvl-2 PCs to face. They even had 5-players. On the plus size I got to infuse corpse on the goblin barbarian and explode out of him like the kool-aid man.

RPG Superstar 2014 Top 32

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Also The Blissful Badger map from the module Daughters of Fury makes a pretty good feedmill map. It has rooms for the pcs, a bar, a kitchen, a stage for flonk, a cellar, and lots of space for a turnip fight.


Has anyone made NPC cards for the NPCs?

I'm going to run it soon, and I thought since it's a murder mystery and the players need to investigate where everyone was during the murder, it would be easier for them to be able to make notes on the back of a physical card.


Grumpus wrote:

Any advice for running chapter-3?

It seems unlikely that a group could clear the whole place without at least 1 8-hour rest. And I guess I have a hard time in multi-room encounter areas adjudicating when a 10-minute rest can happen without interruption. It seems unlikely that they can deal with the orcs outside without some sort of alarm alerting the denizens inside Spites Cradle.
I would be curious to hear how Jason Bulmahn imagined a party exploring spites cradle under PF2 rules (which he invented). At least in PF1, it was reasonable to take a few rounds using wands of CLW to heal up . But now you have to take 10 minutes and hope no one comes around?
I realize that it's up to me, the GM, to do what I feel is best for my game, but I would still be curious what the assumptions of the people who invented the rules are.

I was wondering that too. Ruling 'You took a break, therefore Plaguestone is destroyed.' wouldn't be fun or fair, I think. If they take one break (rest) there will be no change in the last encounter with the drudge. A second rest will put the drudge a few steps (5 - 10 feet) further to his goal. And so forth.

General comment: Until now my groups love the module, looking forward to playing our first 2E adventure path.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Has there been any resources on maps? I'm struggling to get something that is useable on a VTT. Pulling them from the pdf didn't seem to help, and I haven't found an AI upscaler that makes them look okay.


H2Osw wrote:
Has there been any resources on maps? I'm struggling to get something that is useable on a VTT. Pulling them from the pdf didn't seem to help, and I haven't found an AI upscaler that makes them look okay.

What VTT are you using?

If it's foundry then download the Module "PDF to Foundry" it will scan your PDF of the adventure and load all the maps for you.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Unikatze wrote:
H2Osw wrote:
Has there been any resources on maps? I'm struggling to get something that is useable on a VTT. Pulling them from the pdf didn't seem to help, and I haven't found an AI upscaler that makes them look okay.

What VTT are you using?

If it's foundry then download the Module "PDF to Foundry" it will scan your PDF of the adventure and load all the maps for you.

I am looking for a higher resolution than what I'm getting.

Sovereign Court

Does the Fiery Leopard's Flaming Attack is additional damage to the cat's normal attack bite or claw attacks or does it mean it only deals damage listed in the special?

Spoiler:
Flaming Attacks (fire) The fiery leopard’s natural attacks deal 1 fire damage (in addition to the bonus damage dealt to flat-footed targets). This damage increases to 1d4 when the fiery leopard becomes a nimble or savage animal companion.


Muzouka wrote:

Does the Fiery Leopard's Flaming Attack is additional damage to the cat's normal attack bite or claw attacks or does it mean it only deals damage listed in the special?

** spoiler omitted **

I'm quite certain it's bonus damage. Otherwise, that cat would be very ineffective, especially considering this bonus damage comes at the cost of a weakness to cold.

Grand Lodge

I am looking back on my last game where we left off at the attack by the Bloodseekers [Stirges] and I am curious about how you ran it.

Spoiler:
This concerns the presence of the Mayor, Targen, for the fight.

Presumably the Mayor is out in front, being pushed by one of the PCs as they collectively approach the Old Shrine. Since the Bloodseekers attack as soon as they perceive the party they could reasonably reach Targen first.

My group split up and there were only two there for the fight so it was a target rich environment for the baddies.

Just curious...

thanks,

Nifty

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