1 - Devil at the Dreaming Palace (GM Reference)


Agents of Edgewatch

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This is a spoiler-filled resource thread for GMs running the Agents of Edgewatch Adventure Path, specifically for the first adventure, "Devil at the Dreaming Palace."


Can I get some help interpreting this activity:

:
Haphazard Hack [two actions]

Requirement: Character is adjacent to two or more enemies;

Effect: Character makes three melee weapon Strikes, two of which must be against different enemies. These attacks count toward her multiple attack penalty, but only after all three Strikes have been made. After taking this activity, Character is flat-footed until the beginning of her next turn.

Does this mean MAP applies after the three strike rolls?


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gagsmith wrote:

Can I get some help interpreting this activity:

** spoiler omitted **

Does this mean MAP applies after the three strike rolls?

That's the way I read it: for two actions, you get three strikes vs. at least two targets without MAP, but if you use your third action to attack, you'd do so with full MAP.


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Yes - if she uses her third action to do a fourth Strike after the Hack, the MAP applies. It will be at the maximum of -10 at that point.

The "...count toward her multiple attack penalty, but only after..." is rather common rules language. It lets a creature avoid MAP increases during the activity; getting off a second (and in this case also a third) Strike at -0.

The MAP still increase as normal; except not applied until after. It's a bit strange at first, I know. Lookie here:

* First Strike is at -0.
* Second Strike would normally be at -5, but we only make that increase after the activity, so the second Strike is instead at -0.
* Third Strike would normally be at -10, but again we postpone making the increase until after, so the third Strike is instead at -0.
Finally we let all the pent-up increases happen. MAP is now -10. (Would be -15 except MAP can't ever go lower than -10)

(And just for completeness: if she makes a regular Strike first, all the three Strikes of the Haphazard Hack are at MAP -5. Meaning the language doesn't mean MAP doesn't apply - that is, if the MAP is already increased (to -5) before the activity, that still applies. The only bonus is postponing any MAP increases.)


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Nit pick, but kind of let down I can't share all the inventory items from the Adventure Toolbox because the Criminal Contraband page (p80) make reference to the big reveal of who the real killer is and the Reaper's Lancet description (p81) also talk about the real killer. I originally shrugged and shared the other toolboxes (i.e. Guard Gear, Nonlethal Loadout and Edgewatch Detective Archtype). It's nice lore, but makes sharing item information impossible.

Where my feathers are ruffled a bit is online databases of Pathfinder 2nd information like Archives of Nethys copy and paste the item description straight onto their websites, meaning players can potentially trip into the big twist/mystery of Book 1 when just looking up unique weapons.

Probably could have done with talking about how the sword relates to its owner in the owner's page honestly.

That said, based on a skim, the book definitely has me pretty damn thrilled to run.


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Pathfinder Rulebook Subscriber
Riobux wrote:

Nit pick, but kind of let down I can't share all the inventory items from the Adventure Toolbox because the Criminal Contraband page (p80) make reference to the big reveal of who the real killer is and the Reaper's Lancet description (p81) also talk about the real killer. I originally shrugged and shared the other toolboxes (i.e. Guard Gear, Nonlethal Loadout and Edgewatch Detective Archtype). It's nice lore, but makes sharing item information impossible.

Where my feathers are ruffled a bit is online databases of Pathfinder 2nd information like Archives of Nethys copy and paste the item description straight onto their websites, meaning players can potentially trip into the big twist/mystery of Book 1 when just looking up unique weapons.

Probably could have done with talking about how the sword relates to its owner in the owner's page honestly.

That said, based on a skim, the book definitely has me pretty damn thrilled to run.

Forget spoilers in the item description - there's the big spoiler right in the name of the book! "Devil at the Dreaming Palace", in the very first encounter you meet a guy who runs a hotel named the "Dreaming Palace". How is any player not going to make at least some connection there?


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And that is why I don't tell my players AP book names til we beat them!

"And you have completed Book One: … Devil at the Dreaming Palace!"

On that note, I was absolutely THRILLED when I looked at chapter 4 and realized the title was a reference to The Devil in the White City! Love that book, and that trainwreck of a moment in time.

Silver Crusade

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Riobux wrote:

Nit pick, but kind of let down I can't share all the inventory items from the Adventure Toolbox because the Criminal Contraband page (p80) make reference to the big reveal of who the real killer is and the Reaper's Lancet description (p81) also talk about the real killer. I originally shrugged and shared the other toolboxes (i.e. Guard Gear, Nonlethal Loadout and Edgewatch Detective Archtype). It's nice lore, but makes sharing item information impossible.

Where my feathers are ruffled a bit is online databases of Pathfinder 2nd information like Archives of Nethys copy and paste the item description straight onto their websites, meaning players can potentially trip into the big twist/mystery of Book 1 when just looking up unique weapons.

Probably could have done with talking about how the sword relates to its owner in the owner's page honestly.

That said, based on a skim, the book definitely has me pretty damn thrilled to run.

The Reaper's Lancet is the Killer's unique weapon, why would you share it with your player's beforehand?


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Rysky wrote:
Riobux wrote:
....
The Reaper's Lancet is the Killer's unique weapon, why would you share it with your player's beforehand?

For me, the annoyance is less that I want to share it, and more that if they stumble across it on the Nethys just browsing they'll just know the big bad's whole deal and ruin the mystery solving.

I wish they wouldn't put identifying information like that in the item description, specially in this case when one of the players REALLY LOVES the weapon type here and would be interested in reading about a unique one just for fun.


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Rysky wrote:
The Reaper's Lancet is the Killer's unique weapon, why would you share it with your player's beforehand?

Because it's on the same page as non-unique items I would like to share, and like GayBirdGM mentioned I'm significantly more concerned that the spoiler is roaming free on AoN and other similar websites in a form that it's easy to trip on if you're gawking at unique weapons.

Silver Crusade

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Ask them not to go browsing on AoN then for unique magic weapons, pretty sure this isn't the first instance of specific magic items being tied in to characters and plots in an adventure path.

For the toolbox they don't split magic items and unique magic items.


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It's pretty common for GMs to share toolbox pages with their players: new spells, items and such.

Asking players not to look in the rulebooks (and online references) might work for other games, but this is Pathfinder.

Pretty sure that previous instance also drew heavy flak.

Grand Lodge

I have a technical question regarding the AP! Certain NPC officers in the sidebar "Faces of Edgewatch" are written as being "human officer" and "dwarf senior officer". I could not find a statblock for either of these, nor the "Investigator" NPC, though I suspect she is using the player class so perhaps I should expect to build her myself.

Am I missing something here?

Silver Crusade

No, just build them yourself if need be using the monster creation rules in the GMG (also up on Archives of Nethys).

Silver Crusade

Zapp wrote:

It's pretty common for GMs to share toolbox pages with their players: new spells, items and such.

Asking players not to look in the rulebooks (and online references) might work for other games, but this is Pathfinder.

Pretty sure that previous instance also drew heavy flak.

If you share the whole page from the book itself that’s on you.

And I didn’t say not to look in the Rulebooks anywhere, for AON I suggested asking them not to look for unique/specific weapons.

If it did it must have been an odd definition of “heavy” cause they’ve had items like these in most of the APs I’m pretty sure.

This isn’t a description issue, it’s GMs just handing the pages to the players without curating it, or not trusting them.


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Rysky wrote:

If you share the whole page from the book itself that’s on you.

And I didn’t say not to look in the Rulebooks anywhere, for AON I suggested asking them not to look for unique/specific weapons.

If it did it must have been an odd definition of “heavy” cause they’ve had items like these in most of the APs I’m pretty sure.

This isn’t a description issue, it’s GMs just handing the pages to the players without curating it, or not trusting them.

Please don't imply a lack of trust, that's so disappointingly low.

The logic chain is real easy:
§2 the year is 2020

From §1 we get
§2.1 stuff from the modules is published online

From §2.1 we get
§2.2 players check out stuff online

From §2.1 and §2.2 we get
§3 story is easily spoiled

Ergo
§4 ask Paizo to stop current practices and better hide surprises

That's what I got from Riobux' original concern. Not sure where you got your trust issues from.


Pathfinder Rulebook Subscriber
Cat of Ceiling wrote:


I have a technical question regarding the AP! Certain NPC officers in the sidebar "Faces of Edgewatch" are written as being "human officer" and "dwarf senior officer". I could not find a statblock for either of these, nor the "Investigator" NPC, though I suspect she is using the player class so perhaps I should expect to build her myself.

Am I missing something here?

Easiest is just to use some of the NPC statblocks from the gamemastery guide. Guard (CR1), Watch Officer (CR3), and Captain of the Guard (CR6) should give a solid stating point. There are rules there for adding ancestry adjustments, for the dwarf, as well.

I think they've left out the statblocks, because they don't expect you to get into fights with your fellow guards. Optimistic of the authors, I know.

Silver Crusade

Zapp wrote:
Please don't imply a lack of trust, that's so disappointingly low.

I brought up lack of trust in response to your post since it seemed relevant to the current discussion, not against anyone in particular.

Ask your players not to look for specific/unique weapons, that's all you can do, ask. You can't force them not to, just the same if they have a copy of the adventure as well, ask them not to read ahead. If players go looking for spoilers they're gonna find some.

If you don't trust your players there's not really anything anyone can do, Paizo or otherwise.


Pathfinder Roleplaying Game Superscriber

I keep looking, but I still can't figure out how treasure is supposed to work in this book. I see a couple references to fines, and getting treasure from a senseless monster. Is there a mechanic around looting I'm missing?


BobTheCoward wrote:
I keep looking, but I still can't figure out how treasure is supposed to work in this book. I see a couple references to fines, and getting treasure from a senseless monster. Is there a mechanic around looting I'm missing?

On page 5:

Quote:
The guards’ only actual means of earning liquid cash is by requisitioning possessions and money from any criminals they catch breaking major laws—no trial required. All findings are to be meticulously catalogued so as to prevent abuse of power, and any confiscated goods with identifiable owners must be returned.

Which I think is supposed to mean that the PCs can take the stuff of the people they arrest.


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Joana wrote:
BobTheCoward wrote:
I keep looking, but I still can't figure out how treasure is supposed to work in this book. I see a couple references to fines, and getting treasure from a senseless monster. Is there a mechanic around looting I'm missing?

On page 5:

Quote:
The guards’ only actual means of earning liquid cash is by requisitioning possessions and money from any criminals they catch breaking major laws—no trial required. All findings are to be meticulously catalogued so as to prevent abuse of power, and any confiscated goods with identifiable owners must be returned.
Which I think is supposed to mean that the PCs can take the stuff of the people they arrest.

And I was pretty enthusiastic about it until I read that particular bit. Police, stealing people's personal property for personal enrichment. Oof.

So, when I run this I'll have to redo the entire treasure system.


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Joana wrote:
BobTheCoward wrote:
I keep looking, but I still can't figure out how treasure is supposed to work in this book. I see a couple references to fines, and getting treasure from a senseless monster. Is there a mechanic around looting I'm missing?

On page 5:

Quote:
The guards’ only actual means of earning liquid cash is by requisitioning possessions and money from any criminals they catch breaking major laws—no trial required. All findings are to be meticulously catalogued so as to prevent abuse of power, and any confiscated goods with identifiable owners must be returned.
Which I think is supposed to mean that the PCs can take the stuff of the people they arrest.

The Player's Guide sidebar on Playing Without Law Enforcement has a method for treasure "Instead of turning over seized evidence to the precinct for bounty rewards," which doesn't really read to me the same as "requisitioning money and possessions." As Kasoh says, either way is kind of uncomfortable.

I get that Paizo needs some way for the party to keep up with WBL that doesn't break verisimilitude of what a member of the city guard should be paid, but I don't know that they've hit on something tremendously successful. I wonder if there's a way to upgrade equipment as they get promoted: they turn in their old equipment in exchange for better (or get new runes or whatever) with all of it technically being the property of the city rather than their own personal equipment.

Silver Crusade

A renown system would probably have been better, hey you're handling tougher cases/took down that serial killer you get x amount of renown that can be spent on y, z, etc.

Silver Crusade

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There's also the Automatic Bonus Progression.


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The adventure looks like it will be a lot of fun to run so far but there is a weird disconnect between the players guide and the adventure. The special rules sidebar says that the players cannot deal lethal damage at all but the adventure lists treasures that can only be obtained by killing the creature such as the almiraj’s horn which is impossible by the extra rules of the adventure path. It seems very weird to list treasures that rules as written cannot be obtained by the party.

Silver Crusade

The treasure entry does specify “if”.

The players guide was written after the adventure, but there’s also the fact that not everyone will be using that rule.


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I get that and it's a minor complaint at best. I can just change things slightly so that a non-lethal party can get the reward. It just seemed a little off that a special rule was added to the players guide that actively punishes the players for using it.

Paizo Employee Creative Director

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Fortunately these adventure paths are, in theory, run by a GM who can adjust things to work best for their table.


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Joana wrote:

The Player's Guide sidebar on Playing Without Law Enforcement has a method for treasure "Instead of turning over seized evidence to the precinct for bounty rewards," which doesn't really read to me the same as "requisitioning money and possessions." As Kasoh says, either way is kind of uncomfortable.

I get that Paizo needs some way for the party to keep up with WBL that doesn't break verisimilitude of what a member of the city guard should be paid, but I don't know that they've hit on something tremendously successful. I wonder if there's a way to upgrade equipment as they get promoted: they turn in their old equipment in exchange for better (or get new runes or whatever) with all of it technically being the property of the city rather than their own personal equipment.

So, Automatic Bonus Progression is almost certainly necessary.

The PCs should probably also earn income based on their highest encounter that day (I'd payout once a week, but that's me)

Fines levied against people and items seized because they were used in a crime I'd probably add to a Quartermaster Store level to let the PCs gain access to more stuff. Or PCs could pocket it and find their own alternate sources of gear--Absalom is a big city after all. That's more of the cowboy cop way of doing things, but I think PCs should have the option to decide how they want to do it.


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Pathfinder Rulebook Subscriber

In the adventures description of how the Edgewatch was set up, they mention that it's not really funded and paid for by the city, instead set up more like a 'Freebooters Charter'. So officially, the watch has been given an official license to claim treasures from lawbreakers, in lieu of a more regular paycheck.

Fortunately, about half the time the adventure specifies that "the grateful citizens give the guard the treasure, as thanks for their help". It's that other half, and it's lack of clear rules for 'fines', that's a bit sticky


If I run this, I'd probably deal with treasure through a combination of better gear provided by Headquarters, contributions from grateful festival organizers, and letting the PCs' equipment level up as they advance. Definitely no looting bodies or pocketing arbitrary fines (or citizens slipping purses of gold into the officers' pockets).

Maybe add a supply officer NPC to the Edgewatch station who issues higher-level equipment as the PCs become authorized for it -- but only if they fill out the proper forms in triplicate, of course.

As for the new gear, it's a bit disappointing the nightstick is such a poor weapon. And I'm definitely not going to be using the blindpepper bomb and tube in my game, given the real-world issues around the casual overuse of tear gas and pepper spray. Maybe some sort of sleep/knockout gas alchemical weapon would be a better alternative?

Dark Archive

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Pathfinder Rulebook Subscriber

When reading through this module, I can clearly see that they have taken a heavy inspiration from 'Devil in the White City'. While I'm not against that, I'm worried that players who know the reference material would get the serial killer immediately and thus make the adventure much more dull.

What I'm especially worried about is in the beginning where the serial killer introduces himself as the owner of an inn apropos of nothing. I understand the scene is meant to introduce him so the eventual reveal is not out of left field and to also provide a nice callback later with the flayed skins but is there a way to... obfuscate the fact that this guy will be the villain?

Any thoughts? One idea I had was by perhaps having the assistant be the one who does the introduction or maybe introducing multiple 'potential suspects' at a table drinking with each other.


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Rysky wrote:
Zapp wrote:
Please don't imply a lack of trust, that's so disappointingly low.

I brought up lack of trust in response to your post since it seemed relevant to the current discussion, not against anyone in particular.

Ask your players not to look for specific/unique weapons, that's all you can do, ask. You can't force them not to, just the same if they have a copy of the adventure as well, ask them not to read ahead. If players go looking for spoilers they're gonna find some.

If you don't trust your players there's not really anything anyone can do, Paizo or otherwise.

But the trust is there! Why do you keep bringing up the possibility of not trusting your players?

The poster is simply asking that Paizo acknowledges how online srds make info available, and make a minimal effort to not have this spoil things.

This has nothing to do with individual players or GMs and it definitely has nothing to do with trust!

Silver Crusade

The trust might be there in your group, it is in mine, not in asking my players not to read stuff, but in keeping player knowledge and character knowledge separate.

But it might not be, as is a possible case for concerns. I hope everyone here does trust their players.

It does have to do with trust though, either in asking players not to read certain parts or in keeping player knowledge and character knowledge separate.

As for Archives of Nethys they copy everything as is, they're not allowed to alter anything. I'm fine with unique items having their importance in their description, if you don't want to be spoiled, don't go wildly looking at unique items in AoN.

Silver Crusade

Silent Cal wrote:

When reading through this module, I can clearly see that they have taken a heavy inspiration from 'Devil in the White City'. While I'm not against that, I'm worried that players who know the reference material would get the serial killer immediately and thus make the adventure much more dull.

What I'm especially worried about is in the beginning where the serial killer introduces himself as the owner of an inn apropos of nothing. I understand the scene is meant to introduce him so the eventual reveal is not out of left field and to also provide a nice callback later with the flayed skins but is there a way to... obfuscate the fact that this guy will be the villain?

Any thoughts? One idea I had was by perhaps having the assistant be the one who does the introduction or maybe introducing multiple 'potential suspects' at a table drinking with each other.

Do not use a Vincent Price voice for him.


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Silent Cal wrote:


Any thoughts? One idea I had was by perhaps having the assistant be the one who does the introduction or maybe introducing multiple 'potential suspects' at a table drinking with each other.

I'd probably just cut down his initial speech considerably. The PCs are there to deal with an ongoing bar brawl, they don't have time to stand around listening to this guy chatter away. At the very least, don't have him mention his occupation out of nowhere.


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Lord Shark wrote:
Silent Cal wrote:


Any thoughts? One idea I had was by perhaps having the assistant be the one who does the introduction or maybe introducing multiple 'potential suspects' at a table drinking with each other.
I'd probably just cut down his initial speech considerably. The PCs are there to deal with an ongoing bar brawl, they don't have time to stand around listening to this guy chatter away. At the very least, don't have him mention his occupation out of nowhere.

And maybe not use the bust art of him. Someone just looking over my shoulder at the pdf said he had the most punchable face.


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Best way to do it is make him usable to the players, in my experience. Given that his name is Pratchett, it's possible their minds go to thinking he'll be an homage to Terry. But if you find a way to make him truly charm and ingratiate his way into the party's good graces, that should help!

If there's anything my players hate more than arrogance or condescension, it's uselessness. And as written he verges on all three, which means there would be trouble!


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Pathfinder Rulebook Subscriber

My plan, if the players get suspious of him, is to try and steer their expectations into thinking he'll be a victim later, that they'll have to rescue/work for. Let them visit the hotel run by the guy (but it's too pricey for them to stay at!), mention how construction has unearthed things (like the skeletons in the first chapter), make them expect that perhaps his hotel repairs have something sinister breaking into his basement.

Basically, paint him as a quest giving NPC rather then a the future Villian.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Moximus wrote:

My plan, if the players get suspious of him, is to try and steer their expectations into thinking he'll be a victim later, that they'll have to rescue/work for. Let them visit the hotel run by the guy (but it's too pricey for them to stay at!), mention how construction has unearthed things (like the skeletons in the first chapter), make them expect that perhaps his hotel repairs have something sinister breaking into his basement.

Basically, paint him as a quest giving NPC rather then a the future Villian.

That is an amazing idea, and I may very well steal that from you!

I was worried about him, he DOES unfortunately have that punchable face in one art, and definite murder eyes in the other. Playing him up as someone that will need help will definitely distract my players. They LOVE helping poor, innocent NPCs and collecting them as friends.


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Pathfinder Adventure Path Subscriber

I have to say, Hendrid Pratchett is one of the scariest and abhorrent monsters I've ever seen for Pathfinder. Facing this guy is worse than facing a Shoggoth, at least you expect the eldritch horror to come if facing one of them or know that they're around.

This guy is an act to follow for Chaotic Evil Villians, he's a charismatic manipulator to where he's easily so trustworthy to any person that would interact with him, yet so demented that the more you begin to peel away at his alibi and hotel, the darker tones start to kick in and break away at you mentally with each of his heinous crimes.

His form of revenge on getting hit with a mug is peeling away the skins of the four adventurers or mentally torturing two people to kill each other and make fake escape attempts that end up in vain, only for them to become scarred that they can't even trust the help that comes to save them. The fact that he keeps Ralso tied psychologically by having two dolls to act as her replacement sisters and his other demented works of art. And let's not forget the two ghosts he keeps as children to see him as a father figure.

James, congratulations. I am literally scared of this guy.

Vigilant Seal

I'll be running this AP for 3 players, so I'll probably adjust some of the monsters to be weak (-2 to everything). As I'm reading the Zoo encounter, the Rust monster, Cockatrice, and Owlbear seem intimidating for level 1 PCs.

As is, will they be too much for a 3-person party that isn't 100% optimized? My players are experienced, but don't like to min-max.

Paizo Employee Creative Director

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There's guidelines for how to adjust encounters for smaller (or larger) parties in the Core Rulebook: page 489. For a 3 person group, use of the Weak adjustment is a great start for this, of course.

You can also adjust encounters on the fly as you play. If it looks like the encounter is too tough, maybe instead of the monster having 30 hit points remaining, it has just enough so that however much damage the next hit does, that hit will take it out. The players won't know that you adjusted its hit points, but instead will have a great experience of "whew, that was close; we barely made it but for that lucky final shot!" And then take your observations of that fight and adjust going forward so you don't have to keep doing this sort of thing.

There's also always the option of having a companion NPC tag along with the party, a character you control as the GM. I did this a LOT back in the day when my game group was sometimes comprised of only one player (my younger sister); I'd let her play her character and build up other NPCs to travel with her and play them along side her exploration. It was a great way to build up some character stories along the way rather than just have the PCs chat with an NPC once and never again.

We actually played through the entire Dragonlance series back in the day like this, with my sister playing one PC and me running the other 7 in the group (with her helping to decide their actions by "giving orders" or the like as needed). It was a lot of fun!

Liberty's Edge

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PF2 tends to be a bit less forgiving than PF1 in terms of success, and action economy matters a lot.

If I were running a game for only three players I'd either give them a meaningful power up in some way, or give them an NPC tagalong (using the PCs rules) to help them out.

Someone solid and helpful in a fight but maybe not great at the whole 'investigating' thing seems pretty workable for this AP in particular, since that avoids stealing the spotlight, and so it's probably what I'd do.

EDIT: Sneaky ninja T-Rexes. Ah well, at least I agree with him for the most part.


I think it needs to be said that official APs tend to have very difficult fights - much harder than most fights you'd experience in any other edition I'm familiar with (AD&D, 3e, PF1, 4e, 5e) so I'd go easy on a three man team, at least at first.

In the fight against the Cockatrice, I'd have a hapless passerby that the Cockatrice targets for the first round. Also note the Bestiary description isn't clear on how to remove petrification - I'm sure someone will be along shortly with a link to the dev's suggestion (I remember reading it but not from where).

The Owlbear is already using the Weak template. I'd consider replacing it outright with a weak level 3 animal, perhaps a Gorilla or a Grizzly Bear. Also let the heroes prepare to attack from range. Maybe have Emmaline meet them outside her store, and have her volunteer opening the door so the beast charges the heroes - if that's more than 70 feet away, the critter only gets a single attack the first round.

The Rust Monster can stay, just remove the Elite template (use the regular Bestiary stats). At first level, heroes does not yet possess any items valuable enough to worry about.

Good luck!

Vigilant Seal

Zapp wrote:

I think it needs to be said that official APs tend to have very difficult fights - much harder than most fights you'd experience in any other edition I'm familiar with (AD&D, 3e, PF1, 4e, 5e) so I'd go easy on a three man team, at least at first.

In the fight against the Cockatrice, I'd have a hapless passerby that the Cockatrice targets for the first round. Also note the Bestiary description isn't clear on how to remove petrification - I'm sure someone will be along shortly with a link to the dev's suggestion (I remember reading it but not from where).

The Owlbear is already using the Weak template. I'd consider replacing it outright with a weak level 3 animal, perhaps a Gorilla or a Grizzly Bear. Also let the heroes prepare to attack from range. Maybe have Emmaline meet them outside her store, and have her volunteer opening the door so the beast charges the heroes - if that's more than 70 feet away, the critter only gets a single attack the first round.

The Rust Monster can stay, just remove the Elite template (use the regular Bestiary stats). At first level, heroes does not yet possess any items valuable enough to worry about.

Good luck!

All great tips, thank you very much!

Liberty's Edge

Does anyone have any suggestions for maps or digital resources I could use for the layout of Edgewatch Station?


Shisumo wrote:
Does anyone have any suggestions for maps or digital resources I could use for the layout of Edgewatch Station?

Check out the Community Created Content for this adventure path


I'm not going to crack open the book more than I already have since I'm going to play it (sadly already know about Pratchett but that's my fault) - did James Sutter's apology end up being about something specific, or was it just the general cop stuff?


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It seems to be mostly the general cop stuff. Nothing stood out as particularly objectionable, it's a pretty standard fare of fighting evil.

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