1 - Ruins of Gauntlight (GM Reference)


Abomination Vaults

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Newb here: Among the discussion of Mr. Beak and Vampiric Touch being 6d6:
Since this creature is Elite, my reading of Elite trait means that Mr. Beak's Vampiric Touch would qualify for the +4 damage to his once-per-day spell. Isn't that correct?

I do recognize that replacing with Phantom Pain is a strong recommendation I find here; but there again, because it's an Elite creature, that would qualify for +4 damage (assuming I'm correct).

I have yet to GM Pathfinder yet, and I've only played 4 times (but I have a lot of 1st ed experience). Just reading through Ruins of Gauntlight has been a pleasure and a great learning tool. I never owned a Paizo AP module before (only PFS modules).

I'm only reading level 2 right now, but this is really solid story and a lot of great characters. I am kind of awe-struck by the difficulty of the Corpselight encounter and the Mr. Beak encounter. But I'm just as impressed by the creativity of these creatures' design.

Last question:
Why is it difficult for Paizo to correct esoteric errors on a pdf file (like misspellings in the text or the secret doors missing from ground level on the interactive maps)? Why can't someone open the file, correct the copy, and replace the file so new downloads get the corrections? Corporate America fixes errors in procedure files online daily: why can't Paizo?


Spells don't gain damage from the elite modifier.


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Yeah they do:

Quote:

Sometimes you’ll want a creature that’s just a bit more powerful than normal so that you can present a challenge that would otherwise be trivial, or show that one enemy is stronger than its kin. To do this quickly and easily, apply the elite adjustments to its statistics as follows:

• Increase the creature’s AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 2.
• Increase the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcaster’s spells or a dragon’s Breath Weapon), increase the damage by 4 instead.
• Increase the creature’s Hit Points based on its starting level (see the table below).


Bit of a weird question, but anyone can infer the point of the secret passage in B2 ?

40 feet away there is another (non-secret) stairs that lead up to pretty much the same section of the complex on the third level.

Was Volluk just extremly lazy, or is there another reason from a gameplay or story point of view ?

Paizo Employee Creative Director

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Grimnakar wrote:

Bit of a weird question, but anyone can infer the point of the secret passage in B2 ?

40 feet away there is another (non-secret) stairs that lead up to pretty much the same section of the complex on the third level.

Was Volluk just extremly lazy, or is there another reason from a gameplay or story point of view ?

I can shed some light (seeing as how I designed all the maps for the Abomination Vaults).

This secret passageway was used to move below water and connect the smaller complex with the larger one on the 2nd level, but also as a handy way for agents on the 3rd level to enter the level above when needed without the 2nd level servants (who weren't allowed down lower without permission or unless they were being taken down there for sacrifices or experiments or what-not) realizing that there was multiple ways for "management" to enter the level. To most of those who lived on the 2nd level during Belcorra's day, the stairs at area B16 were the only known easy access to downstairs.


James Jacobs wrote:


I can shed some light (seeing as how I designed all the maps for the Abomination Vaults).

This secret passageway was used to move below water and connect the smaller complex with the larger one on the 2nd level, but also as a handy way for agents on the 3rd level to enter the level above when needed without the 2nd level servants (who weren't allowed down lower without permission or unless they were being taken down there for sacrifices or experiments or what-not) realizing that there was multiple ways for "management" to enter the level. To most of those who lived on the 2nd level during Belcorra's day, the stairs at area B16 were the only known easy access to downstairs.

Thank you very much for the response James. This make great sense, but if you don't mind me asking does the stairs in room B5 serve the same purpose. At first glance they look superfluous due to the presence of the secret passage.

I guess they were used by Volluk to move prisonner from the small prison to his necromancy lab without going through his workshop ?

It just seems weird that one of the passage going down is hidden while another passage leading to the same general area is not hidden two rooms away.

Paizo Employee Creative Director

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Grimnakar wrote:
James Jacobs wrote:


I can shed some light (seeing as how I designed all the maps for the Abomination Vaults).

This secret passageway was used to move below water and connect the smaller complex with the larger one on the 2nd level, but also as a handy way for agents on the 3rd level to enter the level above when needed without the 2nd level servants (who weren't allowed down lower without permission or unless they were being taken down there for sacrifices or experiments or what-not) realizing that there was multiple ways for "management" to enter the level. To most of those who lived on the 2nd level during Belcorra's day, the stairs at area B16 were the only known easy access to downstairs.

Thank you very much for the response James. This make great sense, but if you don't mind me asking does the stairs in room B5 serve the same purpose. At first glance they look superfluous due to the presence of the secret passage.

I guess they were used by Volluk to move prisonner from the small prison to his necromancy lab without going through his workshop ?

It just seems weird that one of the passage going down is hidden while another passage leading to the same general area is not hidden two rooms away.

Yup, mobility and accewss.


My group has effectively bypassed the second level by immediately going from Azrinae's Workshop to the third level (library). Any thoughts on how I can make the second level interesting for my group should they later decide to explore it? I'm worried they would just steamroll over the poor morlocks. Is combining encounters from adjacent rooms an option or would that be too dangerous in your opinion?


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Haydriel wrote:
My group has effectively bypassed the second level by immediately going from Azrinae's Workshop to the third level (library). Any thoughts on how I can make the second level interesting for my group should they later decide to explore it? I'm worried they would just steamroll over the poor morlocks. Is combining encounters from adjacent rooms an option or would that be too dangerous in your opinion?

If he's still alive in your game, I had Boss Skrawng approach the party and ask them for assistance in retaking their kingdom from the Morlocks. They coordinated an attack - with the party fighting pretty much ALL the Morlocks in the Servants Quarters / Dining Room and then Skrawng and the remaining Mitflits breaking through the collapsed staircase.

My party were over levelled (started at lvl 5) and I thought this was a good way to tie up the Mitflit/Morlock part.


Paizo Superscriber; Pathfinder Companion, LO Special Edition, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber
narchy wrote:
My party were over levelled (started at lvl 5) and I thought this was a good way to tie up the Mitflit/Morlock part.

Did you run them through the Beginner Box and Troubles in Otari before starting the AP?


Ed Reppert wrote:
narchy wrote:
My party were over levelled (started at lvl 5) and I thought this was a good way to tie up the Mitflit/Morlock part.
Did you run them through the Beginner Box and Troubles in Otari before starting the AP?

Yep! I merged a lot of encounters together.


narchy wrote:


If he's still alive in your game, I had Boss Skrawng approach the party and ask them for assistance in retaking their kingdom from the Morlocks. They coordinated an attack - with the party fighting pretty much ALL the Morlocks in the Servants Quarters / Dining Room and then Skrawng and the remaining Mitflits breaking through the collapsed staircase.

My party were over levelled (started at lvl 5) and I thought this was a good way to tie up the Mitflit/Morlock part.

Nice, I will definitely try this!


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I try not to make these sorts of posts often, but I would like to gush about how AV has treated my group and I so far. For background, my group is an interesting mix of players - one who has played with me since the playtest, a former 5e player, and two complete newcomers (one of which who seems deadset on breaking the system by making the worst choices possible for a character - scythe wielding evoker with summoner dedication and using spell slots only on spells that I specifically didn't recommend). It's been a treat.

The exploration of the first floor went well enough, with the players mostly treating the mites as harmless distractions and promising to work with them to take out the morlock threat below. After a failed expedition into the river drake's lair, the party had a new threat that they lived in fear of. I turned it into a "random encounter" that stalked the swamps, so they made trips back to town infrequently for fear of the thing. They had two skirmishes with it, with them retreating from one, and it retreating from the other. It was a real threat.

After fighting off the vampiric mist, saving Otari from the risen dead, and reclaiming the old fishery (I'm tossing some Trouble in Otari bits in here, and giving them a home base seemed useful), the group had a discussion. They knew that Nhimbaloth worried them - despite knowing very little about her - and that the idea of going deeper into the dungeon terrified them after a foray into Volluk's old laboratory (and a subsequent screaming escape from the bloodsiphon). However, Brelda Venkervale's arrival at their half-cleaned base prompted them to explore further. In the words of the wizard, "How much bigger could it be?" What followed was a fantastic session.

First, the party was ambushed by the drake once more as they crossed the swamps. Now, level 2, however, they made short work of their hated rival, which gave them the confidence boost they needed. Without bogging this post down with all the little things, they met with the morlocks peacefully, utterly planning to double-cross them, vowed to stop the Cult of the Canker before doubling back and instead avoiding the morlock tribe as they carefully mapped out the second floor. I mean it, they were drawing out maps at the table and carefully noting everything - just like the old days! Our session ended with the group discovering the purple worm and Gauntlight's power source, which was a major moment for the players realizing that things were so much bigger than they assumed and that they were likely getting in over their heads.

Fantastic game so far and there is so much material to pull from to make everything really come to life!

Dark Archive

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So my level 5 party vs Voidglutton:

First they kick its ass until it has 17 hp away and it drops darkness to start healing every round, then the voidglutton from brink manages to bring 2 out of 4 characters down forcing party to desperately heal and run away avoiding char deaths and tpk.

Basically they have no found their nemesis that shall hunt them down after it has itself healed :p


In C2. Tunnel to Otari, it says:

Quote:
This passage connects to area 15 beneath the Otari Fishery.

Should that be area 13? I can't find anything about an area 15, and the Otari Fishery is 15 on the city map.

Is this supposed to be area 15 (Xulgath Cave) from the Beginner's Box?

Dark Archive

Monkey Bars wrote:

In C2. Tunnel to Otari, it says:

Quote:
This passage connects to area 15 beneath the Otari Fishery.

Should that be area 13? I can't find anything about an area 15, and the Otari Fishery is 15 on the city map.

Is this supposed to be area 15 (Xulgath Cave) from the Beginner's Box?

I think its referring to beginner box

Pathfinder Development Manager

CorvusMask wrote:
Monkey Bars wrote:

In C2. Tunnel to Otari, it says:

Quote:
This passage connects to area 15 beneath the Otari Fishery.

Should that be area 13? I can't find anything about an area 15, and the Otari Fishery is 15 on the city map.

Is this supposed to be area 15 (Xulgath Cave) from the Beginner's Box?

I think its referring to beginner box

Yes, that's correct, it's a reference to the Beginner Box adventure.


Pathfinder Rulebook Subscriber

Do the Disable entries of the Watching Wall actually disable it? Feels more like they'd just let an individual character hide from the thing.

Also, how many actions did y'all rule it took to disable the various haunts in the book? I usually default to two if it isn't specified, a la the Disable Device activity.


Captain Morgan wrote:


Also, how many actions did y'all rule it took to disable the various haunts in the book? I usually default to two if it isn't specified, a la the Disable Device activity.

I require them to use two actions to disable haunts, but I often also require several successes to be accumulated for added tension and danger (and The Exorcist vibes!).

(For your first q about the wall, sorry don't remember how I ran that one.)


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Pathfinder Rulebook Subscriber

Did anyone else realize the corpse lights in the chapel on the first floor are in a room full of windows? The sunlight weakness really makes a severe encounter more manageable, which isn't necessarily a bad thing, but I had a dickens of a time figuring out where the sun would be shining through.

Scarab Sages

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So, some spoilers, but I just want to say I am running this for some friends and I am having a great time, and so are they.

Some of the early level encounters were very rough. The party nearly TPKed on the scorpion from full resources (the Phaasman Psychopomp summoner managed to kill it with their eidolon, everyone else was down.) And the 2 super undead corpselights were tough, but once the party hit level 2 things were mostly fine.

I did allow for free archetypes because my players looked at me with puppydog eyes, but I limited it to only multiclass archetypes that they could qualify for, so that's fun.

I have to say my players are really enjoying this, even the player who was really hesitant to join because 'he hates dungeon crawls.' He has been plesantly surprised by the amount of role-playing in the game, such as with the Misflit and Morlock kings, and the Devil jailor in level C (basement 2)

I do have to admit I was worried about the number of ghouls and I had visions of a TPK with the entire party paralized, but my players seem to be dealing with the ghouls rather easily. They are slated to take down the second section of floor C next monday.

Some great moments that have happened so far:

spoilers:

Devil: *Lazily gets to his feet* Oh, wow, new guys. Uh, I guess you're under arrest? I gotta arrest intruders.
Magus: Your heart doesn't sound in it. Do you know Belcora is dead?
Devil: Of course I do, but that doesn't end my contract. Gotta arrest all intruders. Even if it is pointless.
Magus: Could you . . . subcontract us? Then we wouldn't be intruders anymore?
Me as GM: Well, I mean, that's exactly what he wants you to do, so, I guess you don't even have to roll diplomacy?

Ghouls: *Lick Lips* "Welcome to Belcora's Library! Have you come to pay respects to the great canker? Make a donation?
Summoner: *Visibly barely restraining himself and his eidolon*
Magus: Ew, no. We just need to know what's going on here. What are you doing.
Ghoul: We mearly do . . . research.
Magus: "I'm going to regret asking . . . . on what?"
Ghoul: Creating a suitable flesh-vessel to bring our glorious mistress Belcora back to life of course!
Magus: I was right, I regretted it. Kill them, kill them now.

In case anyone was wondering our party is:
Android Magus (Multiclass Fervor Witch)
Dwarf/Changeling Outwit Ranger/(multiclass Rogue)
Fetchling Rogue (multiclass wizard)
Gnome Psychopomp summoner (multiclass psychopomp sorcerer)


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I'm trying to wrap my head around the water level in the megadungeon. On the second cover, B19 is a flooded cavern with the ceiling rising only three feet above the water level. Next to it are B18 and B20, which I assume will have ceilings that rise up higher than that. (In fact B20 has stairs leading up to meet up with the rest of the level!)

But shouldn't the water level be consistent throughout the dungeon? How can the second level fit "in between" the water level and the first level?

In my brain, I can only make sense of this if the shores are very steep on Level 1.

Is there something I'm not thinking of?


The Rot Grub "The Rules Lawyer" wrote:

I'm trying to wrap my head around the water level in the megadungeon. On the second cover, B19 is a flooded cavern with the ceiling rising only three feet above the water level. Next to it are B18 and B20, which I assume will have ceilings that rise up higher than that. (In fact B20 has stairs leading up to meet up with the rest of the level!)

But shouldn't the water level be consistent throughout the dungeon? How can the second level fit "in between" the water level and the first level?

In my brain, I can only make sense of this if the shores are very steep on Level 1.

Is there something I'm not thinking of?

The keep on level 1 is indeed on a hill. Maybe 10-15ft up.

The ruined docks at the boathouse are actually 10ft above the water line and a crane or something similar was used to lower boats in to the water.


Hey guys. After clearing A10 and getting Boss Scrawn to talk, my PCs want to rest and go back to town. However, they want to take Boss Scrawng with them, since if he's left there tied up he'll just get untied by a wandering mitflit. There's also a possiblity if Boss Scrawng is freed that they'll prepare and set up traps to take their revenge on the PCs for when they eventually come back to Gauntlight.

But I have no idea how to play this out if Boss Scrawng comes back to Otari. Who's reacting? Does the town guard get involved? Are people freaked out? I'm kinda stumped.


Pathfinder Rulebook Subscriber
cheeseman1016 wrote:

Hey guys. After clearing A10 and getting Boss Scrawn to talk, my PCs want to rest and go back to town. However, they want to take Boss Scrawng with them, since if he's left there tied up he'll just get untied by a wandering mitflit. There's also a possiblity if Boss Scrawng is freed that they'll prepare and set up traps to take their revenge on the PCs for when they eventually come back to Gauntlight.

But I have no idea how to play this out if Boss Scrawng comes back to Otari. Who's reacting? Does the town guard get involved? Are people freaked out? I'm kinda stumped.

Assuming the average person is untrained in nature, they only have something like a 30% of knowing what a mitflit is. I think most people would think "that's a weird looking goblin they have" and not question it further.


So my players recently faced off with Jaul Mezmin and after a long and confusing battle (the party Monk got separated from the group while the rest of the party was pushed back to the stairs leading back up to the library, creating a huge bottleneck) they managed to defeat him (Jaul surrendered).
So he gave them Ayla's pendant and they decided to let him live; he packed his belongings and ran off.

Fast forward; one session later and the party wants to head back to Otari, notably to buy and sell stuff. They expect a huge reward from Keelano for returning the pendant.

According to the AP, Keelano demands proof that Jaul is dead and I expect that, if he asks the players if they killed Jaul, they will not lie about it (the Dwarf investigator worships Kols...).
How would Keelano react? He might be momentarily grateful for returning the pendant, but I can imagine he will become enraged once he learns his wife's killer is still at large. He might even storm off and close his shop for a few days or so? But then the players won't be able to buy stuff....

How should this impact the relationship between the party and the town merchant for the long term?


Haydriel wrote:


How should this impact the relationship between the party and the town merchant for the long term?

I played him as very bitter and vindictive. One of my players actually met him in their session zero in the forest outside town, looking for wolf trails (unsuccessfully, luckily for him). I would have him be very angry about it, close his shop and go out and look for Jaul himself, since he now has evidence he's about. And probably never come back.


Razcar wrote:
I played him as very bitter and vindictive. One of my players actually met him in their session zero in the forest outside town, looking for wolf trails (unsuccessfully, luckily for him). I would have him be very angry about it, close his shop and go out and look for Jaul himself, since he now has evidence he's about. And probably never come back.

Yes, this was more or less my plan as well! But I'm hesitant because it seems harsh on the players as they are left without a 'merchant'. Though I guess after several days competition could take over.


Yeah my impression of Otari is that it is quite thriving with a lot of hustle and bustle, so such a nice spot would likely be occupied quickly. Or just have his brother-in-law/uncle/cousin take over.


Haydriel wrote:
Razcar wrote:
I played him as very bitter and vindictive. One of my players actually met him in their session zero in the forest outside town, looking for wolf trails (unsuccessfully, luckily for him). I would have him be very angry about it, close his shop and go out and look for Jaul himself, since he now has evidence he's about. And probably never come back.
Yes, this was more or less my plan as well! But I'm hesitant because it seems harsh on the players as they are left without a 'merchant'. Though I guess after several days competition could take over.

There are tons of merchants in Otari, by the book. Blades for Glades; Crook's Nook; Crow's Casks; Dawnflower Library; Odd Stories; Stone Ring Pond; and Wrin's Wonders all can sell things.

And yeah, he's a businessman. He leaves but he intends to come back--he wouldn't just abandon his shop.

As well, he is the owner and administrator of the market, but there are a bunch of sellers there. It's like a farmer's market. Someone or a group runs it, but they're not the only sellers.


What month do you think is a good one to set the start of AV in? Starting a game soon and using the foundry calendar to keep track of holidays and such.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
RoscoMcqueen wrote:
What month do you think is a good one to set the start of AV in? Starting a game soon and using the foundry calendar to keep track of holidays and such.

There are two dates of significance that come to mind from this adventure: the Otari Market is closed on 5 Gozran, the anniversary of Ayla Lathenar's murder. And the main civic holiday is Founders' Day, which is 3 Desnus.

If I were to run a third table of this adventure, I would start on or just before Founders' Day, using it as an opportunity for the party to meet most of the locals and let the players learn a bit about Otari and the Roseguard. Then I would move the date of Ayla Lathenar's death to a week or two later, hopefully slightly before the party encounters Jaul.


Paizo Superscriber; Pathfinder Companion, LO Special Edition, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber
goodkinghadrian wrote:
Then I would move the date of Ayla Lathenar's death to a week or two later, hopefully slightly before the party encounters Jaul.

Whatever for?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Ed Reppert wrote:
goodkinghadrian wrote:
Then I would move the date of Ayla Lathenar's death to a week or two later, hopefully slightly before the party encounters Jaul.
Whatever for?

Foreshadowing/a reminder for the players of a thing any PC from Otari would know. The Otari Market is closed on the anniversary of her death, which is a reminder that, hey, there is maybe still a werewolf on the loose.


Pathfinder Rulebook Subscriber

My level 3 party took 3 weeks off without knowing the month long cool down of the Gauntlight. The paladin fell and decided to retrain to fighter instead of Atone, and the gunslinger wanted to try the Thaumaturge. Now the Gauntlight is ready to light again, and I'm wondering what it should do.

1. I ended my last session with the light beaming into the middle of town. What creature should Belcorra send this time?

2. What sort of damage should the creature do before the players arrive? I'm debating if having an NPC or two die is too mean.

3. With the graveyard already risen, is there a credible source of dead bodies to use? (And would Belcorra know where it is to target it?) If not, maybe that's a case to have the monster kill a few people before the party arrives, so those people can be animated midbattle.

Liberty's Edge

Captain Morgan wrote:

My level 3 party took 3 weeks off without knowing the month long cool down of the Gauntlight. The paladin fell and decided to retrain to fighter instead of Atone, and the gunslinger wanted to try the Thaumaturge. Now the Gauntlight is ready to light again, and I'm wondering what it should do.

1. I ended my last session with the light beaming into the middle of town. What creature should Belcorra send this time?

2. What sort of damage should the creature do before the players arrive? I'm debating if having an NPC or two die is too mean.

3. With the graveyard already risen, is there a credible source of dead bodies to use? (And would Belcorra know where it is to target it?) If not, maybe that's a case to have the monster kill a few people before the party arrives, so those people can be animated midbattle.

A monster that can kill a lot of people before being noticed by the PCs, and when they fight, Perception checks to notice the dead bodies stirring. The PCs only have a few rounds left to stop it before it's undead galore in Otari.

Sovereign Court

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Captain Morgan wrote:

My level 3 party took 3 weeks off without knowing the month long cool down of the Gauntlight. The paladin fell and decided to retrain to fighter instead of Atone, and the gunslinger wanted to try the Thaumaturge. Now the Gauntlight is ready to light again, and I'm wondering what it should do.

1. I ended my last session with the light beaming into the middle of town. What creature should Belcorra send this time?

2. What sort of damage should the creature do before the players arrive? I'm debating if having an NPC or two die is too mean.

3. With the graveyard already risen, is there a credible source of dead bodies to use? (And would Belcorra know where it is to target it?) If not, maybe that's a case to have the monster kill a few people before the party arrives, so those people can be animated midbattle.

I had planned to use the creature list from the critical failure result of the awaken portal ritual


Pathfinder Rulebook Subscriber

I think I'm trying to figure out the right like to walk between not making them feel punished (like having the NPCs die or resent them) for daring to use the retraining rules and not making them feel rewarded with bonus XP.


Pathfinder Rulebook Subscriber

One idea: have the monster get handled by townsfolk before the players arrive, but have everyone's attitude towards the party decrease by one step, and not improve again until they are actively dealing with the Gauntlight. Not sure if there need to be causalities as well. I was thinking Carman Rajani could play a key role so he gets some face time.


Captain Morgan wrote:
Now the Gauntlight is ready to light again, and I'm wondering what it should do

I'm away from my notes and books ATM, but my "second" Gauntlight awakening, which I planned to use if my players did like yours do now, was to have the light sweep over the town, and then settle out in the harbor, a couple of hundred feet from the shore.

Where a longship full of Ulfen raiders has been rotting at the bottom of the sea for 500 years. They were set to raze the small harbor that Belcorra had built for the construction of the Vaults, which quickly proved to be a less than ideal choice of targets. But now they can commence their interrupted attack anew, when the Gauntlight reanimates them as vengeful draugr.

I was thinking to have them concentrate on the Dawnflower library, dragging screaming acolytes out to the sea with them - if the PCs wouldn't save the day. If you want the make it more serious Vandy could be one of the victims.


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Pathfinder Rulebook Subscriber

After talking it over with a friend, I think I'm going full evil here.

Razcar wrote:
Captain Morgan wrote:
Now the Gauntlight is ready to light again, and I'm wondering what it should do

I'm away from my notes and books ATM, but my "second" Gauntlight awakening, which I planned to use if my players did like yours do now, was to have the light sweep over the town, and then settle out in the harbor, a couple of hundred feet from the shore.

Where a longship full of Ulfen raiders have been rotting at the bottom of the sea for 500 years. They were set to raze the small harbor that Belcorra had built for the construction of the Vaults, which quickly proved to be a less than ideal choice of targets. But now they can recommence their interrupted attack anew, when the Gauntlight reanimates them as vengeful draugr.

I was thinking to have them concentrate on the Dawnflower library, dragging screaming acolytes out to the sea with them - if the PCs wouldn't save the day. If you want the make it more serious Vandy could be one of the victims.

Dang, I like that. It also could set up a two pronged attack as another creature could be ported into the town.

I was considering a shadow for the 4th level creature for spawning abilities, though that might be too much. A shadow with commoners to target might very spawn an army before PCs can reach it. They feel like an enemy that is supposed to be anchored somewhere, though I've never seen it in the statblocks.


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Pathfinder Rulebook Subscriber

Anyone else notice how hard to find the secure archives are? DC 30 perception is no joke, and it isn't like it is an area people will likely come back to. I couldn't find any clue to point the party to it, either, but there's a ton of content hiding behind that secret door. It might be worth letting the ghosts drop hints about it or something.


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Captain Morgan wrote:
Anyone else notice how hard to find the secure archives are? DC 30 perception is no joke, and it isn't like it is an area people will likely come back to. I couldn't find any clue to point the party to it, either, but there's a ton of content hiding behind that secret door. It might be worth letting the ghosts drop hints about it or something.

There are maps and blueprints to find, I think in volluk's office, which reveal all the secret rooms.


Pathfinder Rulebook Subscriber
Billiam8817 wrote:
Captain Morgan wrote:
Anyone else notice how hard to find the secure archives are? DC 30 perception is no joke, and it isn't like it is an area people will likely come back to. I couldn't find any clue to point the party to it, either, but there's a ton of content hiding behind that secret door. It might be worth letting the ghosts drop hints about it or something.
There are maps and blueprints to find, I think in volluk's office, which reveal all the secret rooms.

Good looking out, totally missed that.


Pathfinder Adventure Path Subscriber

Question regarding Vandy Banderdash, the town cleric, and remove disease:
Is there a general assumption on how she would cast that?
Seems to me her stats and therefore mods are missing, but would be needed for the casting.
Just make it up by GM fiat for a 5th level character or are there guidelines?


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Hayato Ken wrote:

Question regarding Vandy Banderdash, the town cleric, and remove disease:

Is there a general assumption on how she would cast that?
Seems to me her stats and therefore mods are missing, but would be needed for the casting.
Just make it up by GM fiat for a 5th level character or are there guidelines?

You would just use the standard level 5 values for an NPC.

https://2e.aonprd.com/Rules.aspx?ID=995

Presumably her proficiency would be High, so +13.

Liberty's Edge

Planning on running this soon. Just started reading first part.

The drawbridge area A2, and area A9 with the openings in the walls. How high above the water are they? It says in area A2, the water is 4 feet deep. But I can't find anywhere where it says how high above the water they are.


Paizo Superscriber; Pathfinder Companion, LO Special Edition, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber

The base of the wall around the keep is about ten feet above the water level. The floor of the walkway (A9) is about the same. How do I know? I measured it on the not-to-scale side view of the whole complex. :-)

Maybe James Jacobs will give us a better idea.


Pathfinder Rulebook Subscriber

The Cairn Wights turned the fighter, but then the parent wights died first and now the fighter is free but at 3 hit points. I had her flee through the altar room and into the the endless stair case... And she disbelieved the illusion on the second pass (the text implies they get a save just for passing by it, which is odd) and now she's in the apartments with the Void Glutton. Not entirely sure what will happen there, but reporting everything she knows to the Void Glutton seems likely. If the Void Glutton can report that to Belcorra things get interesting.


Pathfinder Rulebook Subscriber

Question: how DOES the Void Glutton report to Belcorra? I caught a mention in book 3 that she has dread wisps spying on the party but I'm not clear on the mechanic here. I'd like to have her make contact with the party necromancer and try to turn him, which might be as simple as giving her dream message or sending, I suppose.

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