2 - Sixty Feet Under (GM Reference)


Agents of Edgewatch

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Shadow Lodge Contributor, RPG Superstar 2010 Top 8

For what its worth, the fight with Fayati is a tough one, but its not unwinnable at 6th level. My players managed to take down the whole Copper Hand hideout at 6th, (though I did skip the weretiger/tiefling encounter).

One thing you might try is playing with Fayati's morale--the adventure says she flees when she "realizes defeat is imminent". I had her wait until she was fairly low hp to run, but you could easily play her as being more cautious, especially since by that point her gang has been all but wiped out.

Turning the final encounter into a running battle back down through the Copper Hand hideout to stop the gang leader from escaping would make for a pretty exciting climax to the chapter.


Pathfinder Rulebook Subscriber
O.W. wrote:

First, the writer has made it very clear that the encounter with Fayati can be talked through, and if your players have a commitment to relatively peaceful lawkeeping, it is likely they won't fight her.

If they are going to, however... Do not do as I did when I realised standard XP tarcking wasn't right for my roleplay-centered, non-completionist group and give them an enormous amount of XP immediately so that they can tread onward as they should. You could give them more XP for each prior fight, and not tell them you are buffing them up for the encounter. You can make up objectives for them to complete and gain bonus XP with. And your idea to merely debuff the enemies and give them a sidequest in beteween is great too. You could take inspiration from the plot hooks at the end of Book 1, or from the "Gangs of Absalom" section at the end of Book 3 (I sure did for one of my sidequests).

This is great advice. Thanks for the help. I was just a little surprised that the AP suggested leveling up at a moment before Fayati, even though the XP given out up to this point was equal to slightly more than half a level, at most.


I feel like there's a bunch of XP missing from chapter 3 as well. I had to give my players about 150 XP to get to level 5 at the appropriate time, about 50 XP to get to level 6 at the appropriate time, and in chapter 3 it looks like there's only 500 XP in the book for it, meaning I'll have to give a bonus 500 XP. There seems to be a bit over 1000 XP in the upper catacombs before the markers indicate level 8 encounters so it doesn't look like one author intended to go partway into the catacombs at 6. Maybe I'll need to make a sidequest to make this level feel not short.


Pathfinder Rulebook Subscriber
fryguy1013 wrote:
I feel like there's a bunch of XP missing from chapter 3 as well. ... Maybe I'll need to make a sidequest to make this level feel not short.

That's what I have wound up doing. I am adapting the PFS scenario "Grim Symphony" to slot in, shifting the location to an abandoned mansion in the Precipice Quarter. The scenario feels to me like a good change of tonal pace, so I think it might work nicely.

The Exchange

LarsC wrote:
fryguy1013 wrote:
I feel like there's a bunch of XP missing from chapter 3 as well. ... Maybe I'll need to make a sidequest to make this level feel not short.
That's what I have wound up doing. I am adapting the PFS scenario "Grim Symphony" to slot in, shifting the location to an abandoned mansion in the Precipice Quarter. The scenario feels to me like a good change of tonal pace, so I think it might work nicely.

Did they enjoy it? I found from the first book that my group wasn't gaining enough xp, so I had the same idea -- side quests! I'm adapting The Dragon Who Stole Evoking Day, replacing Evoking Day with the Radiant Festial, before starting Sixty Feet Under, and I'm eager for any other suggestions about what PFS scenarios work well.


Pathfinder Rulebook Subscriber
asaris wrote:
LarsC wrote:
fryguy1013 wrote:
I feel like there's a bunch of XP missing from chapter 3 as well. ... Maybe I'll need to make a sidequest to make this level feel not short.
That's what I have wound up doing. I am adapting the PFS scenario "Grim Symphony" to slot in, shifting the location to an abandoned mansion in the Precipice Quarter. The scenario feels to me like a good change of tonal pace, so I think it might work nicely.
Did they enjoy it? I found from the first book that my group wasn't gaining enough xp, so I had the same idea -- side quests! I'm adapting The Dragon Who Stole Evoking Day, replacing Evoking Day with the Radiant Festial, before starting Sixty Feet Under, and I'm eager for any other suggestions about what PFS scenarios work well.

Yes! It worked out great. We just wrapped it up this past week. As part of the adaptation, I looped a PC's family member in to motivate the party to go to the mansion in question, which helped get everyone emotionally invested, but even without that, I think Grim Symphony is a REALLY good little adventure. The final set piece battle is loads of fun, and my players really enjoyed it.


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Pathfinder Roleplaying Game Superscriber

If you don't mind converting from 1E, there's a wealth of adventures set in Absalom ripe for the looting, already categorized and filed by the fine folks at Pathfinder Wiki. There's even 3 scenarios and 1 module set in the Precipice Quarter!

For my party of mostly Hookclaw Kobolds, I'm looking at slotting in a modified version of PFS #02-05 "Balancing The Scales." Depending on how your party dealt with the Stonescales, it may or may not work for you.


Pathfinder Roleplaying Game Superscriber

OK, I thought I was losing my mind reading through the Sanctum, last night, but War Razors are typoed consistently in this book as being Piercing weapons. AoN has them as Slashing, as is, of course, the only reasonable option.

RPG Superstar 2014 Top 32

GreatGraySkwid wrote:

If you don't mind converting from 1E, there's a wealth of adventures set in Absalom ripe for the looting, already categorized and filed by the fine folks at Pathfinder Wiki. There's even 3 scenarios and 1 module set in the Precipice Quarter!

For my party of mostly Hookclaw Kobolds, I'm looking at slotting in a modified version of PFS #02-05 "Balancing The Scales." Depending on how your party dealt with the Stonescales, it may or may not work for you.

Awesome link, thanks. Wasn't aware of that. Will def use some of this.

The fact it lists mods per city region is just even better.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Evil Paul wrote:
GreatGraySkwid wrote:

If you don't mind converting from 1E, there's a wealth of adventures set in Absalom ripe for the looting, already categorized and filed by the fine folks at Pathfinder Wiki. There's even 3 scenarios and 1 module set in the Precipice Quarter!

For my party of mostly Hookclaw Kobolds, I'm looking at slotting in a modified version of PFS #02-05 "Balancing The Scales." Depending on how your party dealt with the Stonescales, it may or may not work for you.

Awesome link, thanks. Wasn't aware of that. Will def use some of this.

The fact it lists mods per city region is just even better.

I would personally recommend Hangman's Noose from that list if you're interested in previous edition modules. It's a haunted-house sort of adventure that has some very fitting scenes in relation to the rest of this AP, and it's set in the precipice quarter.


This question might be a little bit out there, but there is a dig-widget in chapter 2. Any ideas what the dig-widget would cost to purchase?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

A level 2 horse costs about as much as a level 2 item.

A dig-widget is level 5, so somewhere in the ballpark of ~150 gp?

I don’t know that I’d want my party to have one though, so I’d probably say they were Rare.


I've been working on maps for book 2. I've nearly finished the Catacombs, and I have made it in such a way that it would be possible to provide two separate maps for the Upper and Lower parts.

Work in progress version on Google Drive.

The above pic shows both levels, and you can see where the extra bits of Lower tunnels are visible under the Upper tunnels. So I could easily 'turn off' the upper catacombs, and add some transition areas where the entrances are.

What's people's thoughts?


Pathfinder Roleplaying Game Superscriber
narchy wrote:

I've been working on maps for book 2. I've nearly finished the Catacombs, and I have made it in such a way that it would be possible to provide two separate maps for the Upper and Lower parts.

Work in progress version on Google Drive.

The above pic shows both levels, and you can see where the extra bits of Lower tunnels are visible under the Upper tunnels. So I could easily 'turn off' the upper catacombs, and add some transition areas where the entrances are.

What's people's thoughts?

Looks really good! I'd love a side-by-side version for use with Multi-level Tokens in Foundry, but that's probably getting into unworkably large territory?


GreatGraySkwid wrote:
narchy wrote:

I've been working on maps for book 2. I've nearly finished the Catacombs, and I have made it in such a way that it would be possible to provide two separate maps for the Upper and Lower parts.

Work in progress version on Google Drive.

The above pic shows both levels, and you can see where the extra bits of Lower tunnels are visible under the Upper tunnels. So I could easily 'turn off' the upper catacombs, and add some transition areas where the entrances are.

What's people's thoughts?

Looks really good! I'd love a side-by-side version for use with Multi-level Tokens in Foundry, but that's probably getting into unworkably large territory?

I posted my version in the Community Content thread, you can check that out.


GreatGraySkwid wrote:
narchy wrote:

I've been working on maps for book 2. I've nearly finished the Catacombs, and I have made it in such a way that it would be possible to provide two separate maps for the Upper and Lower parts.

Work in progress version on Google Drive.

The above pic shows both levels, and you can see where the extra bits of Lower tunnels are visible under the Upper tunnels. So I could easily 'turn off' the upper catacombs, and add some transition areas where the entrances are.

What's people's thoughts?

Looks really good! I'd love a side-by-side version for use with Multi-level Tokens in Foundry, but that's probably getting into unworkably large territory?

It will be very large, but not necessarily unworkable. Foundry doesn't have a maximum map size, just a minimum grid size.

Depends on how well the players' computer can handle it, and whether Foundry itself would start to choke with a 7000x7000 image.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Sodatron wrote:
This question might be a little bit out there, but there is a dig-widget in chapter 2. Any ideas what the dig-widget would cost to purchase?

Based on the rules for rituals that create creatures, it seems a fair price would be over the cost of 480 gp. I would try not to allow a party to purchase one that follows their commands as a minion until they reach level 9, to make it follow the same rules as though they had critically succeeded to craft one.

I think 620 gp would be a decent price if the party wanted to purchase one that was already willing to follow orders, representing the crafter being higher level and having critically succeeded to create it (480 gp / minimum-level 7 * maximum-level 9 = 620~ gp).

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

thewastedwalrus wrote:
Sodatron wrote:
This question might be a little bit out there, but there is a dig-widget in chapter 2. Any ideas what the dig-widget would cost to purchase?

Based on the rules for rituals that create creatures, it seems a fair price would be over the cost of 480 gp. I would try not to allow a party to purchase one that follows their commands as a minion until they reach level 9, to make it follow the same rules as though they had critically succeeded to craft one.

I think 620 gp would be a decent price if the party wanted to purchase one that was already willing to follow orders, representing the crafter being higher level and having critically succeeded to create it (480 gp / minimum-level 7 * maximum-level 9 = 620~ gp).

That's probably a better way to do it.


thewastedwalrus wrote:
Sodatron wrote:
This question might be a little bit out there, but there is a dig-widget in chapter 2. Any ideas what the dig-widget would cost to purchase?

Based on the rules for rituals that create creatures, it seems a fair price would be over the cost of 480 gp. I would try not to allow a party to purchase one that follows their commands as a minion until they reach level 9, to make it follow the same rules as though they had critically succeeded to craft one.

I think 620 gp would be a decent price if the party wanted to purchase one that was already willing to follow orders, representing the crafter being higher level and having critically succeeded to create it (480 gp / minimum-level 7 * maximum-level 9 = 620~ gp).

That's a great idea, thanks! My players wanted an estimate about what a dig-widget would have cost the Copper Hand.


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

Happy to help! Though I think the dig-widget was supplied by the Skinner (and possibly made by the Rumormonger), so it might also serve to say that it would be very difficult/illegal to find one for sale.

The Exchange

I'm prepping for the thwarting of the bank heist, but I don't see the employee entrance on the map. What area did people have it leading to?


asaris wrote:
I'm prepping for the thwarting of the bank heist, but I don't see the employee entrance on the map. What area did people have it leading to?

It's the kitchen window, I think. That's where I put it.


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I have finished my little project to remake the maps from Sixty Feet Under.

All available here, along with separate layers for the Catacombs if desired!

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

narchy wrote:
asaris wrote:
I'm prepping for the thwarting of the bank heist, but I don't see the employee entrance on the map. What area did people have it leading to?
It's the kitchen window, I think. That's where I put it.

Yeah, I did the same.

I also changed B7 to be a small entryway/cloakroom instead of a kitchen, since it didn't look particularly kitchen-y on the map.


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Benchak the Nightstalker wrote:

For what its worth, the fight with Fayati is a tough one, but its not unwinnable at 6th level. My players managed to take down the whole Copper Hand hideout at 6th, (though I did skip the weretiger/tiefling encounter).

One thing you might try is playing with Fayati's morale--the adventure says she flees when she "realizes defeat is imminent". I had her wait until she was fairly low hp to run, but you could easily play her as being more cautious, especially since by that point her gang has been all but wiped out.

Turning the final encounter into a running battle back down through the Copper Hand hideout to stop the gang leader from escaping would make for a pretty exciting climax to the chapter.

My party ended up doing this chase sequence against Fayati while she was hasted, so they leapt from the windows to head her off back on the first floor. The fighter got the final blow with an attack of opportunity as she was about to take her turn to escape into the city, knocking her out the front door into the crowd of onlookers who cheered for the heroic darling Edgewatch detectives.

Also, the split map for the dungeon at the end is wild. I've never seen a map like that one, and I'm really interested to see if it works better than the standard of just having two maps (particularly on a VTT like foundry).


I've read section two a few times and might be missing something, but... what are the Copper Hands looking for within the Penny and Sphinx Trust?


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

I think they were trying to steal the wealth held inside of the main vault, not any particular item or reason other than massive amounts of valuables.


thewastedwalrus wrote:
I think they were trying to steal the wealth held inside of the main vault, not any particular item or reason other than massive amounts of valuables.

"The vault contains a huge array of coins, trade bars, items of jewelry, and other valuables—the robbers’ true goal." - Page 15

I figured the other valuables were the robbers' true goal, and so there is some specific items they were looking for in there, along with grabbing money and jewelry and what not.


Would it be better if they were after a specific item? Perhaps story wise.

From a criminal perspective though, when you go in for a bank heist, you go after something specific, and something you can move.

So that's one of the things that makes sense in their heist. They are targeting ONE safe, they can move it physically (gold is heavy AF) and they're confident they can move them.


I think I screwed up by letting the party go at the Smuggler's Lair at level 4, and not level 5. I am pretty certain they should have been level 5... but in my head, the level 5 milestone was the end of chapter 1.

It ended up being very difficult, as they hit it from two sides (front door and stealth from the side), triggering everything. I quickly switched it up to take in to account the level issue. Having multiple rogues and fighters on the field was something the party weren't prepared for at all, given what had come before.

Their "raid" became the party supporting Zaraya al-Shurati directly, as she went toe to toe with Droan. The other two Muckruckers stopped any of the smuggler's from escaping, as the raid was supposed to look like an Edgewatch attack, not the Muckruckers - due to some special non-interference deal Droan had with the Guilds behind the Muckruckers.

At the end, I think my party were happy with the idea that they were playing the role of Zaraya's henchmen.


So on Saturday i will DM the bank heist but i don't know how to make it interesting.

I know my party and they will probably just stand on the door of the vault and make it a bonk-fest. I thought of a magical system that damage anyone that stays in the basement, but in that case the stairs to the vault will be the chosen place to bonk enemies.

Anyone has tried something different with this?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

The heist happens while the bank is open--the owner specifically refuses to shut down during the parade.

If the party camps on the vault door, have the robbers take everyone upstairs hostage, and turn it into a tense negotiation scene.

If the PCs try to wait it out hoping for reinforcements, have the robbers kidnap the bank owner for ransom as a backup plan, and make the raid on the copper hand hideout about rescuing him.


The heist was pretty fun to run. It worked out well as a scene. Lots of tension and action.


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We only had time to run the hostage situation, but it was really tense. My party instead of negotiating with the robbersjust tried to kill them all, so two of the hostages died. Probably i will make Vancaskerkin put the blame on the token guard or something like that (my party really hates the token guard so this will probably make Reginald more likeable for them).

The funniest part was when they where thinking how the heis will start. They planned that maybe the copper hand will use the Graveraker to enter the bank, or that they will try to enter disguesed that clients. When the investigators said that maybe the robbers will just blow up one wall the party just dismissed thath idea.


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Pathfinder Roleplaying Game Superscriber

Using Graveraker to enter a bank is a bit like using a bulldozer to dig a post hole, isn't it?


My most inquisitive player (a cheliaxian émigré whose devilish bloodline made a sorcerer but whose experiences made a champion of Iomedae) had also expected the Copper Hand to use Graverakerto enter the bank vault from underground.
Although I overused the word "excavator", they seem to think of it as some sort of giant drill. Since there isn't any precisely determined aspect for Graveraker, I decided to humour them, and it will be some sort of weird hybrid machine (befitting it's protean-powered functioning).

Sovereign Court

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Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber

I had Mrs Honeywell from the Dreaming Palace be a hostage in the bank robbery. She is still angry at the Edgewatch for arresting that lovely man Hendrix Pratchett and has threatened to press charges for the injury she took while they were freeing her from the bank robbers.

She also immediately did an interview with Reginald Vancaskerin within hearing of the PCs.


The ShadowShackleton wrote:

I had Mrs Honeywell from the Dreaming Palace be a hostage in the bank robbery. She is still angry at the Edgewatch for arresting that lovely man Hendrix Pratchett and has threatened to press charges for the injury she took while they were freeing her from the bank robbers.

She also immediately did an interview with Reginald Vancaskerin within hearing of the PCs.

I did the same. Poor Ms. Honeywell was accidentally killed by a bank robber who rolled a crit when attacking her to make an example of what he would do to the hostages if the Agents did comply. He didn't last long after that.


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See it's nice to compare notes as GM.

I had Mrs Honeywell be one of Pratchet's victims when the agents of edgewatch were taking a long rest before raiding the compound, after finding the first hard proof of the murder hotel.

He would send them whispers with the message cantrip and would include her screaming in pain in the background. Even included her dying breath.

Made the PC's REAL angry.


That elite ofalth was brutal. My players ran into it at lvl 7. I decided to reduce it to a regular Ofalth. It was still brutal.


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Deriven Firelion wrote:
That elite ofalth was brutal. My players ran into it at lvl 7. I decided to reduce it to a regular Ofalth. It was still brutal.

Oh my. My players haven't reached that part yet. But because they were extremely interested in the case of "the foul stench at Snowdew Pond" from book 1, I decided to connect that part with the ofalth in this book. So theoretically they might actually get there via the sewers even earlier than level 7. I'll make sure to subtly dissuade them from pursuing that lead too early.

Now, I have a few questions for you guys and it's a slightly complicated matter. I'm trying to completely rework chapter 1 from this book to make it a bit more involved and to connect it with my players' backstories. Here's what I have so far:

Instead of being given all the leads they are at the beginning of this book, they instead only learn from Ralso that there's a group of thieves called the Copper Hand who are definitely planning to rob a bank using the radiant parade as a cover. From there I'm expecting the players come up with the following lines of investigation more or less on their own:


    * Get the route of the parade and compare it with the addresses of known banks: This will yield them a number of banks that are possible targets. I'm planning to include the 3 possible targets mentioned in the original but I'm also adding "Chadraxa's cheap loans" and "Vault of Abadar" as banks that the parade will pass by, maybe even some more.
    * Investigate the possible targets: This should be largely the same as the original except I'm gonna make a point of emphasising how big the Penny & Sphinx garden lawn is and how far away the main bank building is from the road.
    * Figure out where security is weakest: That should yield the information that the Token Guard is the most easily corruptible and unscrupulous district guard. (And that the Vault of Abadar is extremely well-guarded and unlikely to be the target)
    * Investigate the float makers: Some gathering of information in the Ivy District (where one of my PCs hails from) will yield the information that is available at the tannery in the original story, i.e. an apparatus has been stolen that was used in a play to make it look like Aroden was raising the Starstone out of the ocean.
    * Ask the other district watches if they've heard of the Copper Hand: That should yield an answer from the Stilt House. This is similar to the original story, except after they get the ledger at the smugglers' lair, they will not learn the exact location of the heist... but I'm not sure exactly what they should learn, probably something about what kind of supplies the thieves have purchased from the smugglers, e.g. sails and caltrops and stuff.

The final clue is the new PC joining the ranks. He's going to be a librarian from the Forae Logos who is frustrated about a book that has been stolen from right under their noses and no one in the Learned Guard is pursuing the case (they believe no one would care to steal such a common book and it was simply misplaced). The book name is going to be "The Tallest Masts of the Inner Sea" and the terrible truth is that Fayati stole it instead of buying a copy like a normal person because she's unconventional and loves theatrics. Of course the players will have no way to connect this with the robbery until they find the other clues.

Obviously if the players have intelligent suggestions about alternate lines of investigation, I'm gonna rework the above stuff on the fly to give them the same info from their chosen sources.

To summarise: The whole investigation hinges on the idea that the thieves will make a ship float with an expanding mast to close the distance between the road where the parade will be going through and the wall of the bank building they'll be stealing from.

Now for the questions. Does this seem okay to you? Am I missing anything important? Is it solvable? Are the clues enough to completely rule out all other possibilities? What other clues should I add in the ledger? What other clues should I add in general?


I really like it, i guess that your players like to investigate on their own more than getting the leads. But just in case be prepared for someone of the Edgewatch help them. Maybe is because my players don't like the investigation a lot and don't propose alternative investigation lines but I see it a little difficult to know where to start


Thanks for your answer, Berekiel. Yeah, I'll make sure to have Ollo & Bolera give suggestions if they seem stuck. I'm 100% sure they will at the very least think that they have to check out what banks exist where the parade is passing. As for the rest, we'll see.

I'm more worried about my own logic here than my players'. My fear is that the clues are inconsistent with the "correct answer" or that they might be inconclusive.


Maybe use the smuggler's lair scenario if they are stuck, and there they learn the bank that is going to be assaulted instead of giving another information.

RPG Superstar 2014 Top 32

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Berekiel wrote:
Because my players don't like the investigation a lot and don't propose alternative investigation lines but I see it a little difficult to know where to start

I don't understand that. This is the Watch-AP. Does that not imply that there would be lots of investigation, and by choosing this AP, are your players not saying "I like investigation".

I'm totally down with Naurgul - I've been adding a lot more investigation to the AP so far.


English is not my first language so i proabably expressed myself wrong. They like being in the guard and the AP, but they don't think outside the box much. Because of this i gave them the six leads and they tried to pinpoint from there.


Small update on how the first session went:

Ollo: Do we have any idea what bank they are targeting?
Player: It could be any bank. How many are there in the city?
Ollo: About 10? 20? I don't know. Any way to narrow it down a little?
Player: None as far as I can tell.
Ollo: Ralso's note does say "strike while the streets are soaked with tourists"...
Player: Oh right, the parade. It's going to be a bank that is ON the parade route!

They also thought to send a missive to other districts and ask if they know of the Copper Hand so that part went without a hitch.

And of course the Graveraker must be involved somehow, disguised as a float no doubt! How else do you rob a bank, if not by drilling the walls with a giant excavator? The logistics of whether it would fit the streets and how its width and breadth compare to the average float were discussed in detail.


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

Just ran the fight against Tyrroicese and it ended up being pretty brutal. Once-per-turn free-action move 45 feet coupled with 2-action Strike three creatures with no MAP within a 15-foot reach of a large creature is incredibly strong, and that's ignoring the impressive defenses of the creature. And the Subsume ability is really flavorful but so strong because of the continual healing if folks go unconscious (Also, it has the incapacitation trait but no check/DC. Typo or missing limitation perhaps?).

I think that creature could be one of my favorites from the book, but if I was running it again I'd probably modify it in the following ways to make it more reasonable at its level:
- AC 17: Comparable to the black puddings with its immunity to crits and piercing/slashing damage
- Stretching Step [1-action]: Don't let a creature have the equivalent of 2 standard Stride actions as a free-action every round.
- Subsume: Extracting a subsumed creature deals 30 points of damage to Tyrroicese preventing infinite healing.


Did anyone run The Skinner fight yet? I noticed she has 4 Excorions with her. They are listed as CR 6, but they are CR 7. That seems like an incredibly brutal fight a CR 10 with 4 CR 7 creatures.

How did it go for some groups?


Deriven Firelion wrote:

Did anyone run The Skinner fight yet? I noticed she has 4 Excorions with her. They are listed as CR 6, but they are CR 7. That seems like an incredibly brutal fight a CR 10 with 4 CR 7 creatures.

How did it go for some groups?

Almost everyone died, they had two npc's with them (from the party they rescued) and the 2 npc's died.

It is indeed QUITE brutal.

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