Mini-Magus |
Hello all,
Quite new to the forums and couldn't find a threac or sub forum for GMs to dicuss the stand alone module Malevolence, so I thought I'd make one.
How is everyone approaching the preparation?
I'm just finishing my second read through of the adventure.
It'll be my first time running 2E and so I'm eager to hear how running it went for anyone else or any insights / organisational tips people have.
Tokageko |
So, I've recently finished putting all of Malevolence into Roll20. I have players. I don't yet have a time slot where they're all available.
Ain't that just the way it goes?
I haven't found much in terms of people discussing their experience running or playing (here of course, or on Reddit, or YouTube). I think a lot of that is because it's so new. It takes awhile to get people run through an adventure. My home group is still running through Age of Ashes and we started when it came out.
I feel like I can discuss some possible issues and critiques I've heard though.
One that I've seen is about a lack of striking runes. It's true. There aren't many. I haven't been able to decide if this is a problem. It may be intentional, either because the players aren't supposed to be doing that additional damage die. It could certainly make some of the fights, especially against incorporeal opponents more drawn out. I totally up the sell values of the treasure in sections A through C and there is enough there to get striking runes for all of the martials you're likely to have. It will require the party taking a trip back to civilization, but they CAN do it. The Caul might reform and other haunts will definitely reset, but that doesn't make it significantly more difficult. Bursting the Caul feels icky but it's not damaging. Most of the haunts are avoidable if they've found them once.
If the party insists on doing this adventure without returning to civilization at least once, I feel like this could be significantly more difficult. However, if they're working for a quest-giver, returning to provide periodic reports seems pretty reasonable.
The other possibility I've thought of was inspired by a player of mine. He wants to play a duskwalker whose former life was connected to the mansion. After doing some reading on duskwalkers, I decided none of the existing NPCs quite fit the description for who gets to come back as a duskwalker. So, I'm thinking of adding the bodies of another group of adventurers into the mansion. Someone who had been there trying to lay ghosts to rest seems much more likely to come back as a duskwalker after failing. This would be an easy way to add a couple of striking weapons and potions.
I have other thoughts but that seems like enough for one post.
cooperjer |
I'm about 3/4 complete in setting up Malevolence on Roll20 for my group. We had one 4 hour game in which they defeated a level 5 creature on the grounds. This was a long combat. That creature seems to have a lot of HP for it's level. I have my PCs start at level 4 because my players like a game with a little less tactical combat than a typical Pathfinder adventure.
At session zero I talked with the players about which swarm creatures are acceptable. We eliminated creatures such as swarms of: ants, bats, centipedes, cockroaches, scorpions, and ticks. This helps eliminate creatures that make my players squirm.
For the adventure, I'm assuming Crook Cove has a small crafting shop to meet my PC needs. I understand from the text that the town was abandoned for a long while (maybe a couple years), but now it's being reestablished. I don't want my PCs to make a long journey to the capital of Ravounel for fundamental or property runes in the levels this adventure takes place.
Double check the treasure amount for this adventure if you also start your PCs at recommended level +1. You may need to add some consumable and permanent magic items to meet the recommendations in the core rule book chapter 10, table 10-9.
Hopefully your game is going well.
Tokageko |
Honestly, if they have to travel in there middle of the adventure, there's one piece of equipment that's going to be really entertaining because of the haunt attached to it: the vengeful hatchet.
It resets every 24 hours, can't be laid to rest permanently until Ioseff Xarwin is taken care of, and is literally attached to a +1 ghost touch hatchet that the party is likely to be carrying with them.
It's going to be bad enough that it resets and triggers as they're exploring.
GM: ”You hear the distant brainclock chime as your lock pick slides past the tumblers. The third chime distracts you and you lose you grip on the tensioner, causing it to slip. That was a failure but you can try again."
Investigator's Player: "I like the detail you're adding into these descriptions."
Cleric's Player: "Wait. Why was that an important detail?"
Monk's Player: ”It only chimed three times? Three o'clock. What is significant about three o'clock?"
GM: "You hear a high pitched disembodied voice scream in rage as the hatchet rips itself free from the investigator's belt. It flies into the air and swings wildly. Roll for initiative."
Players in Unison: "No!"
A Few Seconds (a couple of failed diplomacy checks, and one successful diplomacy check) Later...
Cleric: "I guess we know how long that takes to reset now."
Investigator: "Want to practice diplomacy with me? I feel like we'll need to talk this hatchet down a couple more times before this is over."
Now imagine this happening in a shop in Ravounel. Personally I find it hilarious. If the players have it in a bag of holding I probably won't work about it. Alternately the Sorcerer could have their Speaking/ Skilled: Diplomacy familiar snuggling the axe and whispering to it reassuringly.
I think it will be entertaining. Any bets on how many times the party loses track of the time and gets attacked by a piece of their treasure?
I'm voting twice total - once because it happens during combat (unless it's being actively wielded against monsters in/around the mansion, because I would rule that Aesthana's rage is quelled by such use).
Azalin |
I just finished reading Malevolence this afternoon and I'm really looking forward to running this. As I was reading it, I was already going over in my head how I would present some situations and encounters.
I need to go through all my pawns and miniatures to set aside for this adventure, though I have plenty of time as my group is still in Chapter 1 of The Slithering.
One thing Im considering is if I should present my players with a sort of mini Player's Guide. I always give them the initial set up for any adventure, especially if they're making new characters that are starting at higher levels. We finish Age of Ashes, then did Plaguestone which was easy enough as that starts at 1st, but with The Slithering, I gave them some background on things they might have been doing previously before the adventure started and where they were headed and a vague why they were headed there. I plan on doing the same with Malevolence but I'm also wondering if I should include some suggestions on Skills, especially specific Lores.
It's a given that a group should try and cover their bases on Arcane, Religion, Occult, Nature and Society. I'm debating on suggesting Art Lore, Astronomy Lore, Desna Lore, Library Lore, Pharasma Lore, and Psychopomp Lore.
Thoughts?
The only thing that stood out to me about the adventure itself, the fight with the Undead Brain Collector in D6. That is a very small areas for a Large Creature and 4-6 adventurers. I wasn't exactly sure where it would be sitting there waiting. At the top of the stairs would be a bit cruel for others to try and force their way to get into the room.
"Spruce" |
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Does anyone know where to find recording fitting for the chirping whippoorwill flock? Prepping for R20, and I'd love to find a downloadable or reasonably priced bit to play when players approach the manor, and then suddenly cut that audio to leave them imagining the gruesome event happening around them.
James Jacobs Creative Director |
stese |
I am trying to figure out how to run the Undead Brain Collector. He has the Brainlash ability which says that after using it "seven phantom brains glow and shimmer.... it can't use brainlash again until all seven brains are absorbed".
But then, "Absorb" itself is a reaction with the trigger "The undead brain collector possesses at least 1 phantom brain after using Brainlash".
That doesn't seem to make any sense. After Brainlash he possesses 7 brains, and the Absorbe reaction only absorbs 1d4 brains. So that trigger never becomes true again. Shouldn't the trigger be something like "The undead brain collector takes damage and posseses at least 1 phantom brain" or something along those lines? Or am I completely messing this up?
James Jacobs Creative Director |
2 people marked this as a favorite. |
I am trying to figure out how to run the Undead Brain Collector. He has the Brainlash ability which says that after using it "seven phantom brains glow and shimmer.... it can't use brainlash again until all seven brains are absorbed".
But then, "Absorb" itself is a reaction with the trigger "The undead brain collector possesses at least 1 phantom brain after using Brainlash".That doesn't seem to make any sense. After Brainlash he possesses 7 brains, and the Absorbe reaction only absorbs 1d4 brains. So that trigger never becomes true again. Shouldn't the trigger be something like "The undead brain collector takes damage and posseses at least 1 phantom brain" or something along those lines? Or am I completely messing this up?
The undead brain collector can absorb phantom brains every round as a reaction as long as it has at least 1 brain. This lets it spend a reaction every round to heal damage to itself. It'll take more than 1 round of reactions spent to do so to absorb all 7 brains, but assuming a fight against it lasts long enough, it'll happen eventually.
On average, it'll absorb 2.5 brains per round, which means on average, after 3 rounds of doing this, it'll be out of brains and thus it can use it's brainlash ability again.
Basically, this is just a more flavorful and visual and tactical element to control how often the monster uses its big area effect attack, rather than just say "the undead brain collector must wait 1d4 rounds before using Brainlash again."
stese |
The undead brain collector can absorb phantom brains every round as a reaction as long as it has at least 1 brain. This lets it spend a reaction every round to heal damage to itself. It'll take more than 1 round of reactions spent to do so to absorb all 7 brains, but assuming a fight against it lasts long enough, it'll happen eventually.
Ah, I don't know what blocked me from understanding this simple process. Of course, this makes so much sense. Thank you for your quick answer, from the author himself <3. Really looking forward to running this adventure!
James Jacobs Creative Director |
For those of you who have gotten through it, how many sessions did it take?
James, I don’t think you count, although I would be interested.
I hope I count, since I was the first person to run this adventure in the first place! :-P
When I ran it for my group, it was much more organic. The manor was one location of literally dozens that the group could explore as they wished, and they started and stoped exploration of it in favor of other locations several times, sometimes in the same session.
On top of that, they didn't finish exploring the manor before I put that campaign on hiatus for personal reasons (mostly revolving around frustrations with VTT issues, but in part because the pandemic took all my spoons and still hasn't given them back), and at that point had pretty much only explored the ground floor and the upper floor and one room of the basement. The third and fourth floors they haven't touched yet, and the dungeons below in the version I'm running for them have about 3 times as many rooms (had to cut a lot of them for space, even after I managed to wrangle an extra 8 pages for the book, but I think in hindsight the dungeon portion runs much more tightly and more focused).
I'm certainly curious to hear more about folks' experiences running the adventure though!
Nostrix |
For those of you who have gotten through it, how many sessions did it take?
I ran it simultaneously for two different groups, the first group took 6 sessions of 4 or so hours each, and the second group took 7 sessions of 3 or so hours. So between 20-25 hours seems like a pretty safe bet :)
Running it this way was an absolute blast, I got to see each group tackle the manor in completely different ways, and the story/research part revealed itself organically and differently to each group.
Benjamin Debrick |
James, I had heard some of that from podcast interviews or seminar recordings. And when the PCs have much more to explore, it is going to take them longer. I was just wandering how long it would take to go through.
But now I think I want to throw the thinking “how many session do I plan for” out the window and instead am thinking about “more buildings”! I think I need at least a barn and a tool shed and one more. Need to get out of the PFS mindset (only thing I have GM’ed) and use the module and make it my own.
Malosar |
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I'm currently preparing for running this adventure for our group. I've created an excel sheet with 6 pages so far.
Page 1 - Character info including their Int, Malevolence level and any notes (though I'm tracking Malevolence in FGU as well)
Page 2 - Research tracker for all topics
Page 3 - Haunt tracker with each haunt location, reset hours and 2 boolean fields to indicate disabled and destroyed. Then I have an overall hours counter that I'm planning on iterating which automatically indicates for each haunt how many hours left until reset
Page 4-6 - Each chapter with their respective encounters with notes to remind me whether a previous encounter adjusts the status of this room's encounter, or the presence of an item on a character etc.
Most complicated adventure I'll be GM'ing so far as I've only done PFS. Our main GM runs the APs.
Mini-Magus |
I'm currently running two groups through this and they're both approaching having cleared out the first floor.
Now I know the book suggests they hit 4 before tackling upstairs - I'm just struggling to tally the xp to get them there.
Is it assumed that they max out some research to tip them over the edge?
Mini-Magus |
Are haunts defeated if their HP reaches BT or 0?
Complex hazards stop activating when they reach their break threshold. Usually they're destroyed when reduced to 0. There's more on it in page 521 of the core rulebook.
I'm not sure how that applies to haunts, particularly as the ones in this AP reset unless other conditions are met.
Nostrix |
Just wondering have people been adding striking weapons to this module? Are they necessary? I noticed that there aren't really many enemies that have resistance to standard weapons, but the later enemies do have pretty large health pools.
I would very strongly recommend using the automatic bonus progression variant rule for Malevolence (https://2e.aonprd.com/Rules.aspx?ID=1356) The adventure does not offer enough striking runes and your players will _absolutely_ need them. I also felt that it's better for the story if the characters don't have to make a multi-day trip to whichever settlement is near enough to make such purchases.
BooleanBear |
My group has probably 2, maybe 3 sessions left. Barely any research has been completed because thier rolls have consistently been terrible.
I have noticed that the topics my players are actually interested in researching (namely, Tchekuth and the Ashen Man) are quite high level for them to be rolling against, so they’ve wasted a lot of rolls on that.
Wheldrake |
When I ran it for my group, it was much more organic. The manor was one location of literally dozens that the group could explore as they wished, and they started and stoped exploration of it in favor of other locations several times, sometimes in the same session.
James (and anyone else who has run this adventure), have you posted or published any of these "dozens of locations" anywhere?
I'm planning on beginning **Malevolence** in a couple weeks, and I've started detailing some interesting locations in the ruins of Crook(ed) Cove and the surrounding hills and forests, as well as some starting handouts for the players. But it would be great if some other DM material were available.
I know my players, and I'd bet my bottom dollar that by the time they finish with the manor itself, they'll want to continue with these characters, especially if the heir to Xarwin manor survives and they have the opportunity to reclaim the lands and title.
Doug Hahn |
RicoLoco wrote:Just wondering have people been adding striking weapons to this module? Are they necessary? I noticed that there aren't really many enemies that have resistance to standard weapons, but the later enemies do have pretty large health pools.I would very strongly recommend using the automatic bonus progression variant rule for Malevolence (https://2e.aonprd.com/Rules.aspx?ID=1356) The adventure does not offer enough striking runes and your players will _absolutely_ need them. I also felt that it's better for the story if the characters don't have to make a multi-day trip to whichever settlement is near enough to make such purchases.
The module gives you +1 striking ghost touch weapon against the boss as a reward for piecing the backstory together. Plus, Magic Weapon is a thing.
I would contend that it's worse the story if you simply add striking runes; by completing the research players earn a powerful mechanical advantage against the module's nemesis. Malevolence is a research- and story-themed adventure; it's also a "ship in a bottle" with limited resources (and monsters don't always give chase, allowing PCs to regroup). My group did fine when I GM'd it without striking runes; playing through now and we're also doing fine without striking runes. It was challenging for sure, but it's supposed to be. I believe that you're supposed to be scared of every single encounter and that this adds to the cosmic horror theme, along with resting frequently while the sanity clock ticks down!
Instead of adding striking runes, my recommendation would be to collaborate with players while they build their PCs. Alert them in session 0 that this is a low-resource module, and that they should indemnify themselves against common problems such as lack of standard gear upgrades.
That said every group is different, and what is "fun" to one may not be to another. This has been my personal experience on each side of the GM screen.
Vardoc Bloodstone |
Apologies if this is the wrong thread to resurrect, but I’m looking to run this adventure in the near future with my table of players.
I have a session zero planned to work out motivations. But I’m tentatively considering the introduction of some horror elements including questionable moral justification for the PCs to be present in the first place. While the PCs may have inherited or ‘won’ the manor, and have a reason to ‘claim’ the manor, the city, or even the county, there are still indigenous peoples in the region who may call it home.
I’m thinking of having either Aspis Consortium or Andoran Lumber Consortium interests surreptitiously bankrolling the party, with local indigenous peoples represented by Strix from the Ravounel Forest who know better than to come close to the manor. Are there any other resources out there to provide flavor and color for this southwestern corner of Ravounel?