2-19 Enter the Pallid Peak


GM Discussion

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

The map has no area A5. It does have TWO A4's though. One of which is obviously the bridge area described for A4. But I don't think the other one is supposed to be A5 - it's described as having a large stone brazier in the south, which makes me thing it's the area just west of the false A4.

Anyone else got anything on this?

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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Area A9 - is the mold supposed to be everything in the white outline?

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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Just finished running. Starting the DC at 20 for a haunt that hits the whole party for 1d10+4 was really rough, especially since it starts off by frightening them (and enough CR to make it 21). I had a party of mixed level 1's and 2's, and the first round I had 4 crit fails and 1 success. The second round I had 1 fail, 3 crit fails, and 1 success (same guy). They did what they could to stay conscious / heal / try disabling, but by the start of round 3 I had 3 at dying 3 and 1 at dying 2.

They DID pull it off, but oh so barely.

The constructs at the start also gave some trouble, but that was just to bad dice luck.

**

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Hi James,

A5 is indeed the area to the west of the northern part of A4. (Mike Kimmel confirmed that in the product thread.)

In A9, the mold does cover everything in the white outline.

Grand Lodge 4/5 5/55/5 ***

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Yeah, DC20 is a level 5 stat. That's at least a severe threat for level 2s and an extreme threat for level 1s. If it goes first (likely given its stealth modifier) its even worse. Throwing extreme threats at 1s is doubly bad since they have very little wealth to start acquiring things to help them deal with such things. Throwing a level+4 threat is always going to be rough, but the higher the level the PCs are, the more chance their is they can deal with it.

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Pathfinder Roleplaying Game Superscriber

The numbers for the haunt align with what's in the GMG section on designing hazards for a level 2 hazard. The damage is exactly what's suggested, but the save DC and disable DCs are both on the high side (between the High and Extreme values). What the GMG provides no guidance on is how many successes it should take to disable a hazard, how that trades off with DCs. This haunt has fairly high disable DCs and (with CP scaling) takes a bunch of successes to beat.

Maybe the saving grace is that it's easy for the party to escape: any PC should be able to run back out of the area in one turn, and any PC with 25' speed can run to the far side in one turn. The haunt being active only blocks an investigation of the island area.

Dark Archive 1/5 ***

5-player party: druid, barbarian, warpriest of Ragathiel, and two paladins (Iomedae). The ghost did not cause any problems (they let the barbarian go ahead and he rolled failure and success, after which the others convinced the ghosts to rest). Of the battles, the most effective was lava + mephits - 4 out of 7 who fell into dying (barbarian bear, twice cleric and druid).
The hardest part in the scenario was to make them interact with the mechanics of persuasion, without telling in plain text exactly how to proceed (the guys were completely newbies).

4/5 *****

I would have liked the kinwarding rune to be on the chronicle.

4/5 ***

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Doug Hahn wrote:
I would have liked the kinwarding rune to be on the chronicle.

Check your Boons page.

4/5 *****

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Matt Morris wrote:
Doug Hahn wrote:
I would have liked the kinwarding rune to be on the chronicle.
Check your Boons page.
Quote:
This adventure qualifies you for the following unique Achievement Point Boon: Kin-Warded.

I somehow missed that on the chronicle, after playing AND GMing it. Skill :p

Thanks!

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The page with the missing "Warhammer in the Stone" text and the DC 20 Worthiness Flat Check (Dwarf only) almost threw my party off.

It should be labeled as part of the southern A4 section explicitly.

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I have talked about this on the Org Play Discord, but I am bringing here for more discussion/answers.

How should be the lava be treated in this map? What happens if a players falls in? Should the NPCs use this environmental threat even if it is not indicated in their tactics (talking mostly about the Mephit)

Dark Archive 4/5 5/5 ****

Aswaarg wrote:

I have talked about this on the Org Play Discord, but I am bringing here for more discussion/answers.

How should be the lava be treated in this map? What happens if a players falls in? Should the NPCs use this environmental threat even if it is not indicated in their tactics (talking mostly about the Mephit)

Stated on page 6 of the scenario

p6 wrote:
See Volcanic Eruptions (Core Rulebook 519) for the effects in the unlikely event that a PC touches the lava, though they should easily be able to avoid such a dire situation.

This section refers to taking massive fire damage each round.

On page 512 of the CRB you will find the table that shows this as "18d6-24d6", so a 1-4 level character who falls in lava is most likely not going to have to worry about it for long.

I've run this 5 times, and no one has fallen in, yet.

Dark Archive 4/5 *** Venture-Lieutenant, Finland—Turku

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Jack Brown wrote:

This section refers to taking massive fire damage each round.

On page 512 of the CRB you will find the table that shows this as "18d6-24d6", so a 1-4 level character who falls in lava is most likely not going to have to worry about it for long.

I've run this 5 times, and no one has fallen in, yet.

The Massive damage is for being immersed in lava (found under lava flows part of volcanic eruption) - that is, when the lava flows over you and results in immersion.

If you just fall -onto- lava you aren't getting immersed in it, lava is literally molten rock and is over three times denser than water. Your character would simply stay on top of it.
Normally, I might rule falling onto lava as "Major damage" (8d6-12d6) but since we're talking about a level 1-4 scenario, Moderate seems more appropriate (4d6-6d6) at most. Probably 4d6 on lvl 1-2 and 6d6 on 3-4. maybe give them a basic reflex saving throw to roll aside/shield themselves from most of the direct contact.

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I missed that part, thank you for the indication.

Knowing that falling into the lava is considered an "unlikely" event, I should play the Mephit as not wanting to push them into the lava I guess.

Sczarni 5/5 5/55/5 ***

What range are people using for the Animated Guardian's Gauntlet attack?

It has the magical Trait, but not the thrown Trait, nor any indication that it's Returning.

It's a pretty weak attack, and theoretically limited to only 2 Strikes, so I'm thinking of making the range be "anywhere inside the room".

Grand Lodge 4/5 5/55/5 ***

Tommi Ketonen wrote:
If you just fall -onto- lava you aren't getting immersed in it, lava is literally molten rock and is over three times denser than water. Your character would simply stay on top of it.

That's a bit more real-life physics than I'm prepared to apply. IMO, falling into a pool of lava is going to result in immersion. There is plenty of fantasy examples to support it. Though I agree there is very little chance of the PCs winding up in the lava so its mostly a moot point anyway.

Liberty's Edge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

the saves and challenges in this one feel to high , when a natural 17 roll is not enough to pass a test and the encounters drop the lev 2's in 1 attack ..every time just feels like it is to tough for a tier 1 adventure


Pathfinder Lost Omens, Rulebook Subscriber
Nefreet wrote:

What range are people using for the Animated Guardian's Gauntlet attack?

It has the magical Trait, but not the thrown Trait, nor any indication that it's Returning.

It's a pretty weak attack, and theoretically limited to only 2 Strikes, so I'm thinking of making the range be "anywhere inside the room".

That one threw me off too, but I went and looked at the 3-4 version of the critter.. I think the 'ranged' part is a typo and it's just a melee attack.

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