4 - Siege of the Dinosaurs (GM Reference)


Extinction Curse

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Silver Crusade

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This is a spoiler filled resource thread for part four of the Extinction Curse Adventure Path, Siege of the Dinosaurs by Kate Baker.

Other GM reference threads for Extinction Curse:

Part one, The Show Must Go On

Part two, Legacy of the Lost God

Part three, Life's Long Shadows

Part five, Lord of the Black Sands

Part six, The Apocalypse Prophet

Developer

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I just spotted an error! Chapter 3 references a scroll of felsic bladecurse and a scroll of sharpstone. Those new spells were replaced with the new spells blood feast and necrotic radiation, respectively, which appear in the Adventure Toolbox.

In the adventure, replace the scroll of felsic bladecurse with a scroll of blood feast and replace the scroll of sharpstone with a scroll of necrotic radiation.


Pathfinder Adventure Path Subscriber
Ron Lundeen wrote:
scroll of felsic bladecurse and a scroll of sharpstone.

Ah, so a teaser of new spells or didn't meet the standards for a spell?

Developer

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Volusto wrote:
Ron Lundeen wrote:
scroll of felsic bladecurse and a scroll of sharpstone.
Ah, so a teaser of new spells or didn't meet the standards for a spell?

We went a different way with them. One was invalidated by a very similar spell that will be appearing the Advanced Player's Guide, which we were working on alongside this.


Pathfinder Adventure Path Subscriber

Just got my physical copy recently, is it just me or does pages 49-64 repeat for anyone else and that pages 65-80 are missing?

Silver Crusade

I would email customer service about that, defects like that happen from time to time.


Pathfinder Adventure Path Subscriber

Already did, just curious if it happened to everyone or if I had a rare book in my hands.

Developer

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Volusto wrote:
Already did, just curious if it happened to everyone or if I had a rare book in my hands.

Even with all the pages in order, you have a wonderful and rare book in your hands. :-)


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I like a lot of things about this book (especially the skill tasks that were worked into defending the village). But I was *blown away* by the article on Gluttondark. Really imaginative and evocative and alien, and sprinkled with adventure hooks. Great stuff!


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So, who didn't roleplay Ledorick as Gaston? Because he's totally Gaston, and I dig it a lot. Especially as Lyrt looks a little like Morshu from Zelda CDi, so I have this mental image of the Lyrt/Ledrorich possession sequence being like a YTP video that blends Zelda CDi and Beauty & the Beast.

Reading it, I think it's going to be a good deal of fun though, starting to run it tonight.


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Pathfinder Roleplaying Game Superscriber
Riobux wrote:

So, who didn't roleplay Ledorick as Gaston? Because he's totally Gaston, and I dig it a lot. Especially as Lyrt looks a little like Morshu from Zelda CDi, so I have this mental image of the Lyrt/Ledrorich possession sequence being like a YTP video that blends Zelda CDi and Beauty & the Beast.

Reading it, I think it's going to be a good deal of fun though, starting to run it tonight.

Well, he looks like Gaston.

Throws right hooks like Gaston.
And in battle he dashes the mooks like Gaston.

As a duelist, why yes, he's intimidating!
My, he's a guy, like Gaston!


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He definitely hit like Gaston,
Mouthed off like Gaston,
In the session was annoying like Gaston,
When he talks, he boasts of humility,
And players groan to hear of it,
Even as he takes down foes fatally,
And blames them for enemies,
Is that fair?
He doesn't care!


Ron Lundeen wrote:
Volusto wrote:
Ron Lundeen wrote:
scroll of felsic bladecurse and a scroll of sharpstone.
Ah, so a teaser of new spells or didn't meet the standards for a spell?
We went a different way with them. One was invalidated by a very similar spell that will be appearing the Advanced Player's Guide, which we were working on alongside this.

Anyone spotted which APG spell Ron is thinking of here...? :)


Anyone know of a map of the environs of Willowside? :)

That is, a regional map showing the town and its immediate surroundings?

I'm about to finish off book #3, and I would love to be able to give my players an overview of the locations featured in the book.

I believe the task of defending against a siege will be much more satisfactory if the players can get a sense of where each location is relative to the others?

Developer

Zapp wrote:

Anyone know of a map of the environs of Willowside? :)

That is, a regional map showing the town and its immediate surroundings?

We didn't provide any such map, but feel free to present whatever you think your players will enjoy!

Developer

Zapp wrote:
Ron Lundeen wrote:
Volusto wrote:
Ron Lundeen wrote:
scroll of felsic bladecurse and a scroll of sharpstone.
Ah, so a teaser of new spells or didn't meet the standards for a spell?
We went a different way with them. One was invalidated by a very similar spell that will be appearing the Advanced Player's Guide, which we were working on alongside this.
Anyone spotted which APG spell Ron is thinking of here...? :)

The spike stones spell returned to the game in the APG, so we cut the sharpstone spell, which did something very similar.


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So, my sessions have turned a bit... Odd, and I feel like it might twist the campaign into a bizarre direction.

I'm GM. We have Bard Champ, Fighter, Ranger (who has alt-character Cleric she never uses) and Champion (who also dabbles into Monk alt-character every so often). A fight with a certain skeleton in a certain stable killed Bard Champ, so he rerolled as a Witch. Knowing what we were hitting, I joked about the idea in a veiled way about his new patron being Bokrug. He seemed to be into it, so he rolled CE (knowing him, he wouldn't use this to derail but rather to work towards his patron's goals) and we said that maybe his character was silently suggested to come to Willowside for an unknowable reason. The closest is Bokrug once in a vision suggesting that if it can overthrow Zevgavizeb (aided by this witch via the destruction of their worshippers and spreading of the faith), it can ascend into demonhood with its own plane.

Where things have gradually taken a strange turn isn't so much an unexpected area. I knew Witch player tends to be the leader/face of the party, so them being weirdly open to evil deeds (which includes, I wish I was joking, rescuing someone from a stone beartrap formation via the Regenerate spell, cutting the victim's legs off, carrying them to safety and putting them back on) could lead to other players also being open to it. I also trusted my player not to openly just recruit the party into being evil (as it would end badly for obvious reasons), and kept a watchful eye for open recruitment. I'm more astounded that Witch is slowly accidentally recruiting Ranger into worshipping Bokrug through Ranger's player's natural love of lizards and being enamoured by taking on more lizard features as a hobgoblin after a successful baleful polymorph saving throw (with the spell being cast as a trap by Witch days ago and accidentally being triggered by Ranger) left her with scales and a small lizard tail.

This likely wouldn't derail the campaign, as Bokrug's goal is still inline with the campaign (i.e. kill worshippers of Zevgavizeb) but may lead to a very odd subplot emerging involving recruiting people into worshipping Bokrug. This is especially considering Helg's motivations (i.e. share Bokrug with the Darklands) and the potential for players to reencounter her there in Book 5 which is in the Darklands.

I don't need advice of such, but it has definitely been a bizarre campaign.


Ron Lundeen wrote:
The spike stones spell returned to the game in the APG, so we cut the sharpstone spell, which did something very similar.

Thanks.

So, given the location of where this scroll is found, a level 8 scroll wouldn't be out of the reasonable.

Per Spike Stones, that would mean the scroll when used creates difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 7 piercing damage for every square of that area it moves into.


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Just as a heads-up, I find Helg's plans to use the siege tower to transport the Statue of Bogruk (and keep her exposed to the dangers of a whole Xulgath army) rather nonsensical.

There is no reason (at least that I can find) why she doesn't simply use her Statuette ritual only.

The objection "she doesn't have any secondary casters" doesn't hold up in my opinion - why would she embark on a plan that just happens to require her having to convince heroes to cast the ritual for her?

Given her powers, she should have no trouble finding two relatively weak creatures to do her bidding for her. And given how fast creatures can travel given magic, "one day" seems plenty to get away.

Heck, even regular mundane travel would suffice! (A mere six hours takes you from the Xulgath main camp into Willowside, so travelling for twice that time in another direction should be plenty to lose any pursuing Xulgaths. Especially given how they are presented as fractious and squabbling. Remember that the need for the ritual only increases her time for resting from 8 to 9 hours. She can still travel at practically full speed with the shrunken statuette in her pocket. And Speed 40 is nothing to sneeze at.)

Since Helg herself is in control over when and how the Xulgath's discover the state of their leader Arskuva, it seems entirely reasonable she will have been gone for hours when they discover they're leaderless - and that the likelihood of an effective coordinated chase at that point will be very low.

I mean, the scenario dodges the question how she is going to lose the Xulgaths once back in the Darklands. Whatever answer to that question she might have, how about using the same solution right here in the Swardlands.

Of course you might reply "she can't return to the Darklands without the help of the Xulgaths" or even "just accept the adventure as written". This is just a heads-up so you aren't taken by surprise if your players ask!


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Zapp wrote:

Just as a heads-up, I find Helg's plans to use the siege tower to transport the Statue of Bogruk (and keep her exposed to the dangers of a whole Xulgath army) rather nonsensical.

There is no reason (at least that I can find) why she doesn't simply use her Statuette ritual only.

I'll bite:

She needed a mode of transport to put the statue on, which is why the "siege tower" was erected. She needed to do this because the ritual lasts for one day (and the ritual takes an hour to do) and travelling back to the Darklands (and to her intended site of worship) would take quite a few days. So rather than constantly redoing the ritual over and over, she wants the statue in the "siege tower" (which actually isn't intended as a siege tower in Helg's eyes, but disguised as one for the xulgaths). She can't sneak into Willowside to access the caverns below (she is unaware of the tunnel from the docks into the caves), which is why she is having the xulgaths siege the town (despite questions brewing of why they're not sieging the orb towers). The adventurers are more going to let her break the siege by giving her the statue by going into the caves she can't access, and putting it on the tower that will carry the statue. Once she has what she wants, she's disinterested in murdering the town and will just want to go back to the Darklands to set up her own cult. She'd likely go back underground under the idea of "we've done the task, time to report to our masters" (with xulgaths pushing the tower back) or at least just skimps off in the middle of the night back to the Darklands, "siege tower" carrying said statue.

It isn't just about "getting away", it's about getting to where the statue is in the first place and where she intends her statue to be without the chaos of constant ritual casting. The only weirdness to Helg's plan comes in the form that she is able to convince the xulgaths to attack the town instead of the tower, not to mention if they'd notice their leader is acting odd, which is kind of explained by one of the higher up xulgaths in camp noticing something is odd and confronting her about it soon after the adventurers attack.

All due respect, but this is in the book either explicitly or implied.


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All due respect, but a siege tower would travel excruciatingly slowly. Remember, you basically need to build a road specifically for it to travel on. (Siege towers were always erected close to the siege for a reason) It would not work to use existing roads except the very broadest and best. And don't get me started on mountainous - or underground - terrain...

"Constantly redoing the ritual" is clearly meant to be a great bother, but if you ignore the story for a second, you'll realize "but casting a spell for one hour and then traveling freely must be MUCH nimbler than having a frikkin' army trundling along a frikkin' siege tower..."

It wouldn't surprise me at all if she followed the rules and got away scot free already the first day, and then she could use any mode of travel she wants to. While sticking to The Plan would likely take weeks and weeks, with the constant risk of having her ruse being discovered, not to mention attacks by humans, heroes or monsters against such an obvious target...

Again, I'm not here to dump on the writers trying to tell a story.

I'm here to raise a flag that it is not inconceivable the players will go "wait what?" when Helg gives them her ritual.

I'm just saying that it might pay off to have an answer to the very natural question: "Why on earth would you go with such a clumsy plan when this ritual lets you put the statue in your pocket?!?!"

Heck, considering the trivial consequence of critical failure, why didn't Helg just visit the Water Temple, and then did and redid the ritual until she scored a critical success to be ensured a full week of uninhibited travel?

Just asking, so you, dear reader, isn't taken by surprise by your players, is all...

Besides building the siege tower and basing your HQ in the siege tower - everything about the story still makes perfect sense even without Helg's "cunning plan", and every encounter can still happen exactly as written...

...just place a single ghoul among the Water Temple guardians, and you have your reason why Helg hasn't taken the statue already :-)


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Zapp wrote:


Heck, considering the trivial consequence of critical failure, why didn't Helg just visit the Water Temple, and then did and redid the ritual until she scored a critical success to be ensured a full week of uninhibited travel?

Because Helg only knows how to reach the caves via Willowside (she doesn't know about the waterlogged tunnel, this is heavily implied in her entire motivation). She needs the adventurers to get the statue out of the caves so she doesn't have to invade Willowside with the xulgath threat. Like, the reason is already baked in, but you're insisting there's this plot hole that isn't there.

Even saying about siege towers and how they work is built on the assumption the siege tower is built like siege towers as we know them and not as a glorified cart with more stable wheels (as Helg's intention is not to use the siege tower beyond as a cart to wheel the statue into the Darklands, so she could steer the creation of the cart to suit the purpose).

Knowing my group, they wouldn't spot this plot hole you're insisting exists. Even if they raised questions, you can always lean into "because Helg isn't as smart as you" because even if a player spots a hole in logic of a character it doesn't mean there's a flaw in anyone except said character's train of logic.

If you really need a ghoul to use the caves (who somehow hasn't consumed the inn-keeper in all this time and hasn't been killed by the elemental blocking the water tunnel leading to the sea), then by all means. Seems to be fixing a problem that doesn't exist.


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Riobux wrote:
Knowing my group, they wouldn't spot this plot hole you're insisting exists.

That's alright, I'm not just talking to you.


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Ron Lundeen wrote:
I just spotted an error! Chapter 3 references a scroll of felsic bladecurse and a scroll of sharpstone. Those new spells were replaced with the new spells blood feast and necrotic radiation, respectively, which appear in the Adventure Toolbox.

Also, Chapter 2 features "Bokrug’s Lashing Tail" (a +2 keen greater striking ranseur). This item isn't listed in the Chapter 2 Treasure list on page 25.

At least, I assume it's lootable.

Developer

Zapp wrote:
Ron Lundeen wrote:
I just spotted an error! Chapter 3 references a scroll of felsic bladecurse and a scroll of sharpstone. Those new spells were replaced with the new spells blood feast and necrotic radiation, respectively, which appear in the Adventure Toolbox.

Also, Chapter 2 features "Bokrug’s Lashing Tail" (a +2 keen greater striking ranseur). This item isn't listed in the Chapter 2 Treasure list on page 25.

At least, I assume it's lootable.

Yep, it's lootable!


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I like it when "named items" have more than generically available abilities (so they aren't just a collection of runes to be looted for the players' own weapons). There ought to be some bonus to the character that keeps and uses the item as is. Therefore I made:

Bokrug’s Lashing Tail is a +2 keen greater striking ranseur that, if invested, provides access to the Nightmare domain (waking nightmare and shared nightmare spells) as well as a single focus point.

PS. Thanks!


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I'm enjoying this module. Fortune's Hall was fun thematically and the encounters were interesting.

The hidden sea caves are cool.

Saving the town from a siege gave the end a little Seven Samurai feel. Now I have to set the battles up to have a few PCs go down defending the town.


Deriven Firelion wrote:

I'm enjoying this module. Fortune's Hall was fun thematically and the encounters were interesting.

The hidden sea caves are cool.

Saving the town from a siege gave the end a little Seven Samurai feel. Now I have to set the battles up to have a few PCs go down defending the town.

Could you talk more about the fortune's hall?

Did you run it by the book? How do your players react to those fey? Would you change anything?

Thanks


KyoYagami068 wrote:

Could you talk more about the fortune's hall?

Did you run it by the book? How do your players react to those fey? Would you change anything?

Thanks

I ran it by the book. It was done well enough. My players are always looking for a reason to fight. Most of their enjoyment in the game comes from attacking things and using their combat abilities.

They were alerted to the danger by exploring the exterior. The pollywog brugdahatches swarmed the group. The druid made her Nature check to determine what they were. So they went inside the Hall knowing this type of fey was present. As soon as they ran into them, the party attacked them.

It was overall a well-designed encounter area. Even the Gashadokuro being present from the staff dying from starvation due to the Deceitful Feast fit.

If you want the party to be more surprised, I would remove the pollywogs from the pond outside. It is pretty easy for any character with a Nature check to determine what they are. Once a character does that, they are unlikely to trust any food or similar creatures inside the place.

If you remove the pollywogs and let the Gashodokuro fight happen first, you will set your party up for a pretty bad time. They will be so hungry that they will more likely to fall for the Deceitful Feast. That's probably the main change I would make if you want the party to more surprised by the events inside.


Deriven Firelion wrote:


If you want the party to be more surprised, I would remove the pollywogs from the pond outside. It is pretty easy for any character with a Nature check to determine what they are. Once a character does that, they are unlikely to trust any food or similar creatures inside the place.

So, I ran as is and my fighter ended up just seeing shadows in the pond swimming around. So he put his face under the water as the others went for the stable. I ended up having a bit of fun as the players had to do perception checks to hear the sound of their fighter getting pulled under face-first over the sound of music coming from inside the hall.

One nature check later, they decided to deal with the brugdahatches via a hostage situation. So, they might see through the bluff but it might also lead to very inventive solutions.


Deriven Firelion wrote:
If you want the party to be more surprised, I would remove the pollywogs from the pond outside. It is pretty easy for any character with a Nature check to determine what they are. Once a character does that, they are unlikely to trust any food or similar creatures inside the place.

https://paizo.com/threads/rzs436x1?Bad-Luck-at-Fortunes-Hall


Zapp wrote:
Deriven Firelion wrote:
If you want the party to be more surprised, I would remove the pollywogs from the pond outside. It is pretty easy for any character with a Nature check to determine what they are. Once a character does that, they are unlikely to trust any food or similar creatures inside the place.
https://paizo.com/threads/rzs436x1?Bad-Luck-at-Fortunes-Hall

How did the encounter go? Did your changes work well?


Reading through chapter 2 of the book with the sea caves, area A6 says they are 5 zombies in the text but only 1 in the star block. I am hoping it is just one because they seem super strong?


Since A6 has a "Moderate 13" encounter rating, and the zombies are 11, I assume there are 5 of them (100xp budget).

And regarding the zombies, they are definitely strong, but how hard the actual fight will be, depend a lot on, where you place them on the map and how much the PC's learn from recall knowledge+use that knowledge/general tactics.

If your pc's succeed in recall knowledge and learn about their seawater retch and/or improved knockdown, they might use kiting and hit-and-run techniques, which are quite effective since the zombies are perma-slowed 1 and mindless.

Overall I'm pretty sure it's 5 zombies, but whether you will use all 5 zombies or not depends a lot on your players and how hard you want the fight to be.


Ventura wrote:

Since A6 has a "Moderate 13" encounter rating, and the zombies are 11, I assume there are 5 of them (100xp budget).

And regarding the zombies, they are definitely strong, but how hard the actual fight will be, depend a lot on, where you place them on the map and how much the PC's learn from recall knowledge+use that knowledge/general tactics.

If your pc's succeed in recall knowledge and learn about their seawater retch and/or improved knockdown, they might use kiting and hit-and-run techniques, which are quite effective since the zombies are perma-slowed 1 and mindless.

Overall I'm pretty sure it's 5 zombies, but whether you will use all 5 zombies or not depends a lot on your players and how hard you want the fight to be.

Thanky you for the reply.

I'm running book 3 at the moment and I'm just looking at the hp on these creature and it scared me as a reaction. I wondering when the party damage will spike to make these bigger hp pools


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Fantus1984 wrote:
Ventura wrote:

Since A6 has a "Moderate 13" encounter rating, and the zombies are 11, I assume there are 5 of them (100xp budget).

And regarding the zombies, they are definitely strong, but how hard the actual fight will be, depend a lot on, where you place them on the map and how much the PC's learn from recall knowledge+use that knowledge/general tactics.

If your pc's succeed in recall knowledge and learn about their seawater retch and/or improved knockdown, they might use kiting and hit-and-run techniques, which are quite effective since the zombies are perma-slowed 1 and mindless.

Overall I'm pretty sure it's 5 zombies, but whether you will use all 5 zombies or not depends a lot on your players and how hard you want the fight to be.

Thanky you for the reply.

I'm running book 3 at the moment and I'm just looking at the hp on these creature and it scared me as a reaction. I wondering when the party damage will spike to make these bigger hp pools

I just ran this fight and it wasn't too bad. Being permanently slowed 1 is pretty brutal, and the party was able to get through it without too much issue by not staying in a prolonged melee. It was a long fight with the massive health pools, but never felt like the party was in critical danger.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

ANy Advice on what to do when the players decide to head directly for the tower?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Lots of xulgaths around present the same problems they would at the end of the book with needing to slip past/otherwise get in, and then there's the nature priests who offer to aid them only once they've taken care of the xulgath threat.

Otherwise there's the people of Willowside who request aid from the party, and the circus folks the party brought with them who would also appreciate some defenses against xulgath attack. There's good reasons to pursue the leads the adventure gives naturally, so hopefully playing those up would encourage the party to not leave everyone vulnerable to attack.


Just an update - The Zombie encounter was not to bad.

It seem this level is when some of the casters get some pretty impressive spells for AOE.

Monsters are going down quickly now and the warriors/champion are dishing out a lot now.

I'm thinking of changing some of the base Xulgath fights.

I also moved the earth elementals outside as a random encounter on the pier road for why people have been dissappering.

On the return they encounters the vanishing man which mad a more taxing fight on the party who had dealt with the earth elementals / sea serpants and zulgath ambush.


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My players are making their way through the underground caves and I couldn't help notice the **huge** amount of HP the Sodden Sentinels have when they encountered them. I know they have two weaknesses that give an extra 15 damage and only have two actions a turn, but 320 HP for a group of level 11 creatures seemed immense. I ended up lowering this but it was fairly standout compared to everything else they have fought so far.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

How did you guys manage the pair of grikkitogs?


The grikkitogs are very dangerous. I’m also interested to hear how they played out for others. Based on their range of effect, I extended the eyes and mouths into the hallway once triggered, and it almost caused a TPK. I was mentally scrambling for a way to not kill everyone when they stayed to rescue a trapped companion. I normally play down horror aspects for our table, but I leaned in a bit to get them scared enough to run away, which they hate to do. It took multiple hero points, and some exact DC rolls for escapes and recall knowledge, but they all made it out, some one bite away from death.

The return trip was impressive. It was the first time the party realized the power of a high-level prepared caster who knows what enemy awaits. As Fantus noted, the AOE spells are great against mobs of poor reflex xulgath and dinosaurs. But now the leshy druid scoured the spell list, picked True Seeing, Shrink, and a full load of Banishments, plus other carefully selected backup spells. The bard chipped in with Fly, Haste, and Invisibility. They left the rest of the party waiting, flew out of reach of the walls, and went hunting. Failures on perception and counteract checks kept it tense, but they crushed the encounter. The reversal from ambushed prey to infiltrating magic assassins was one of the campaign’s defining moments.


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Ravingdork wrote:
How did you guys manage the pair of grikkitogs?

I managed by not using them at all...

After seeing the use of one in Age Of Ashes, i would not put my party in a encounter like that once again.


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Demonknight wrote:

I managed by not using them at all...

I like this approach, too! I’ll certainly think carefully before using them again.


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From some experience tonight:

The damage on the Swallow Whole feature on the Giant Aukashungis in the fiend enclosure is *wildly* out of line with their creature level, and doubly so on a creature that also has a way to activate Swallow Whole while bypassing the Athletics check and MAP (Roll Up). I believe we brought their swallow damage down to something like 5d8, which is still pretty solid but not world-ending.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Ah, I never noticed that the damage on their Swallow Whole was so high when I was trying to figure out if I ran something incorrectly when I TPK'd my party there.

It's about double the average damage of an azure worm's Swallow Whole which is even one level higher than the Aukashungi. It seems like maybe the '1' in 15d6+6 might be a typo?


Nanuk of the East wrote:
The grikkitogs are very dangerous. I’m also interested to hear how they played out for others. Based on their range of effect, I extended the eyes and mouths into the hallway once triggered, and it almost caused a TPK.

That's what's currently happening to me, haha. I also decided to use them based on their range of effect and assumed that the whole area is connected ground. I had eyes and maws open up on the walls. They know in which general area they are, but their Seek actions haven't been helpful. I allowed them to strike the creature whenever it had immobilized someone.

Ultimately, they are 1 monk, 3 spellcasters and a cleric. Perhaps an AoE should've been lobbed somewhere in the area. I realised to late that the intent of the adventure was to not trigger them until after the group enters their cavern.


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I think my problem with the grikkitogs was that they were way too dangerous for essentially being a pointless trap. If there was some kind of valuable treasure in that room, maybe? But "you stepped in the wrong room, this is a dead end but it's still one of the nastier encounters in this hole" is a bad time.

Actually, all of the encounters in this cave are kind of nasty. The mukradi got spawned and wiped something like half the group's health with a fire breath; that one nearly turned into a rout before someone managed to rub out the trap, and a couple of our guys got Drained pretty heavily along the way.

On the other hand, man, the dybbuk at the end of the dungeon got absolutely wrecked in our campaign. The group cottoned on pretty quick that Ledorick was acting under some form of possession, and once Ledorick/Lyrt opened up the fight, decided to test the waters with Spirit Blast spam. Ledorick ended with most of his health and Lyrt nearly didn't even make it out of the room.

Overall, my group had a very easy time with the final chapter; Zashathal managed to blow a save against a Sunburst and wound up perma-blinded before he even got to attack. He fled, and I'm going to assume he finds someone to heal his vision before he comes back for the final fight.

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber

I've got a question about the Doblagubs in Fortune's Hall. Do PC's need to save against each Doblagub's Etheric Strands aura individually? That is how it looks to me, and that is r.o.u.g.h.


Alayern wrote:
I've got a question about the Doblagubs in Fortune's Hall. Do PC's need to save against each Doblagub's Etheric Strands aura individually? That is how it looks to me, and that is r.o.u.g.h.

RAW they would save against each aura indidually, on the other hand you can rule that they will only do one save in the space each aura overlaps.

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