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


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Pathfinder Adventure Path, Maps Subscriber
Nifty Butterfinger wrote:

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 omitted **

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

Spoiler:
I didn't do anything special here, just had the party south on the trail and the stirges up by the rock. It says they attack as soon as they notice the party but they don't have to notice the party until it's convenient for you to start the encounter

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

Mindfuddle gas.

The Vine Lashers that are hiding out with the poison bloom hazard plants don't seem to have immunity to the mindfuddle gas. Plants don't have immunity to mind affecting things or mental damage by default as far as I can tell. Some plant creatures do, but Vine Lashers don't call it out in their stat block. I'm about to run this encounter this week, and I'll probably just make the plants immune to mind affecting poisons.

Also, how do the orcs come and go from The Pen safely without setting off the poison blooms or causing the Vine Lashers to attack. They obviously come and go from the place as there are tracks the party can follow right to the entrance. I'm probably just going to add some alchemical elixir that the Sculptor has that he hands out to the orcs as needed. The elixir lasts for 10 minutes and makes the imbiber have the plant trait trait for the duration, which tricks the plants into ignoring them.

Any thoughts or something in the text or rules I'm missing?

Scarab Sages

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

I'm curious if anyone found miniatures the work well for the Alchemical Drudges? The Behemoth? Or the Amalgam? Lots of strange, unique creatures in this one.


Planning on running this as a new GM to the system. I heard this adventure was deadly and... Wow, people were not kidding. I do have some questions though:

-I plan on starting at level 2 with milestone leveling. How much of a difference will this make for the adventure? Is there anything I need to be wary of adjusting?

-The adventure mentions that the store has no alchemical reagents and that it's been awhile since anyone used them. Since it's pretty heavily implied that the town doesn't like alchemists what is a good way to allow anyone who needs alchemical materials for their class to obtain them? I know there's some as loot, but that still means that characters who need said materials are at a disadvantage going into the adventure.

-Is there character art for Phinick? I am scouring the pdf but I don't see any.


TomParker wrote:
I'm curious if anyone found miniatures the work well for the Alchemical Drudges? The Behemoth? Or the Amalgam? Lots of strange, unique creatures in this one.

WizKids Bone Golem and other similar undead or aberrations can work for some of the large based minis while Flesh Golem can work for medium and small alchemical creations.

FanaticRat wrote:

Planning on running this as a new GM to the system. I heard this adventure was deadly and... Wow, people were not kidding. I do have some questions though:

-I plan on starting at level 2 with milestone leveling. How much of a difference will this make for the adventure? Is there anything I need to be wary of adjusting?

-The adventure mentions that the store has no alchemical reagents and that it's been awhile since anyone used them. Since it's pretty heavily implied that the town doesn't like alchemists what is a good way to allow anyone who needs alchemical materials for their class to obtain them? I know there's some as loot, but that still means that characters who need said materials are at a disadvantage going into the adventure.

-Is there character art for Phinick? I am scouring the pdf but I don't see any.

-Either starting at level 2 or using the Weak monster template is often recommended. It shouldn't break anything and the module is well structured for milestoe leveling.

-Alchemist get free daily reagents if being used on their daily bombs/elixirs. If a player was needing more, you could have Tamli from the caravan offer some on credit as resources to help investigate Bort's death. Especially if you have them do the Last Delivery sidequest.
-Phinick doesn't have art. It would've been nice if he (or Edra) got art instead of Farmer Eallom.

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