2 - Sixty Feet Under (GM Reference)


Agents of Edgewatch

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Vigilant Seal

My Group is currently going into the Skinsaw Sanctum for the second time.
The first time they took out almost the whole upper Floor but then retreated to rest outside of the catacombs.
Second time i restructured the remaining Skinsaws now that they realized that they were found out (they went through the Iron Maiden Sidedoor).
So now my group went in with Firearms, also triggered the alarm and are now a bit f#$+ed up.

I am really uncertain on how to run these Situations when the enemies would know of the Partys arrival, but all just rushing in to fight is just asking for a TPK.
I also want to make the Skinner Fight ideally take place not in just a random hallway, but she has no reason to chill in her Pool of Blood now.

How did/do you guys run an alarm system?
My Group triggering the Copperhand just resulted in a neverending fight in narrow corridors, since bit by bit other rooms joined the fray...

Dark Archive

Adventure Path Charter Subscriber
Emanuel Kante wrote:

My Group is currently going into the Skinsaw Sanctum for the second time.

The first time they took out almost the whole upper Floor but then retreated to rest outside of the catacombs.
Second time i restructured the remaining Skinsaws now that they realized that they were found out (they went through the Iron Maiden Sidedoor).
So now my group went in with Firearms, also triggered the alarm and are now a bit f&*&ed up.

I am really uncertain on how to run these Situations when the enemies would know of the Partys arrival, but all just rushing in to fight is just asking for a TPK.
I also want to make the Skinner Fight ideally take place not in just a random hallway, but she has no reason to chill in her Pool of Blood now.

How did/do you guys run an alarm system?
My Group triggering the Copperhand just resulted in a neverending fight in narrow corridors, since bit by bit other rooms joined the fray...

My party has not reached this far into the Catacombs, so just spitballing here. Perhaps the Skinner wants to lure the PCs into her lair – so she can orchestrate a blood bath while she’s in her blood bath. And she asks her followers to make their defense on the lower level to draw them into her. Perhaps she’s sent some strike squads to lay ambushes on the upper level with the hope of luring them down by falling back.

Having given her orders, many of her followers are chaotic evil, so maybe they have their own ‘better idea’ to confront the party. Or some might see this as an opportunity to ‘take initiative’ and go rogue to ‘prove my worth’ to the Skinner. And the encounter with Dannicus in D20 suggests there could be divisions within the Skinners ranks. Those who may not want to stick their neck out all the way on her behalf.

I haven’t dived deeply into the Skinner/Skinsaw cult portion of the adventure yet, so others can probably give you better informed ideas on her alarm systems. Perhaps the Skinner has several of her most loyal cult members positioned with her advanced defenders, ready to spread the alarm when the party returns. I expect my group could well approach her lair in a similar way to yours – and in that case I’ll probably intensify/combine some of the encounters, but also keep in mind that the Skinner’s ego/psychopathic nature makes her an imperfect strategist, and that her cultists are not a cohesive unit.

Vigilant Seal

Well from the intended Enemies there would just be the Balcony Cliff/Main Door, Skinner and Mobana fights.
Im fine with Balcony Cliff and Mobana not responding to the Floorbell Alarm/Fight, but the Skinner would definitely be aware since this is also the second time they showed up.
Since the last fight has one PC on 20%, one on 50% hp they kinda need to rest up before i can throw the skinner at them without it just asking for a TPK. (they still got their other resources)
But i cant them just rest their usual 40 minutes right in there with the commotion having gone off.

Do i just send 1-2 low threat fights their way if they try to heal up inside there to make them realize that? Along the lines of them saying that they expect the Skinner to come help them out at any moment?

So basically my Problem ist Treating Wounds in what should thematically be a timepressured scenario (an alarm was raised) if they dont back off.

well, and also if they do back off, would the Skinsaws just keep content in their Sanctum?
I was maybe thinking about the Skinner trying to raise as many Excorions as she can and sacrifice the remaining Prisoners more quickly than usual, but they would know that they are sitting ducks now.

Dark Archive

Adventure Path Charter Subscriber

I like your idea to send 1 or 2 low-level scouting missions to let them know that this is not the place to Treat Wounds. Perhaps the cultists are not coming to kill, but to capture the PCs - and the cultists can be vocal about it. "We're here to take ya to the Skinner. She wants to wear your flesh." Perhaps the NPCs can even say something like, "Well, well, well - we got to them first. We get to claim the spoils!" to give the PCs a sense that there are more cultists coming (and soon) if they deal with this group.

My group exits the catacombs whenever they need to Treat Wounds, since they know the streets of the Ascendant Court are only about 5 minutes away.

Without having properly prepped the Skinsaw stronghold, my sense is that their lair is going to take 2 or 3 forays by the PCs to defeat the Skinner. She's arrogant, so perhaps she sees the party's first foray and retreat as a victory to her and her cult, not expecting their immediate return. After a second foray, she could start thinking about relocating. But where to? She knows the Graycloaks have been watching the exits. And there would be a lot of equipment to pack up or bring with the group. So there are lots of moving pieces. Perhaps she has her lackeys start taking care of packing stuff up while she continues to enjoy her tub of blood.

Dark Archive

Adventure Path Charter Subscriber

I also like your idea of adding Excorions when she knows the chips are down (and from a game survivability perspective, when she needs some additional defenders after the PCs have made a significant impact on her operations)


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I made an undercity pointcrawl based on an adventure hook from the toolbox in book 1. It is meant to replace or complement parts of book 1 and book 2. Enjoy.


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Pathfinder Roleplaying Game Superscriber
Zombkat wrote:

I wrote out Wrent's confession for my players as a side-story in between sessions. It sums up book 2, and gives an idea of book 3. I embellished it some (the bank robbery was meant to get Wrent some gold so that she could break away from the Twilight Four, but I felt the reasoning to be suspicious. And the book never states how she got either gang to work for her.)

Find it here.

I rewrote this somewhat extensively to fit better into my campaign. Thought you would be interested to see it:

https://docs.google.com/document/d/1OpaJbvmUoCR1xr07yHA87uhunu04QEdTw5u59TH iEdQ/edit?usp=sharing


GreatGraySkwid wrote:

I rewrote this somewhat extensively to fit better into my campaign. Thought you would be interested to see it:

https://docs.google.com/document/d/1OpaJbvmUoCR1xr07yHA87uhunu04QEdTw5u59TH iEdQ/edit?usp=sharing

You added a space by mistake in your link.

Here's the right link.


I have a question about the Skinsaw Murderers. Specifically, they have the Twin Takedown action without the Hunt Prey action. As written, doesn't this make Twin Takedown useless since they have no prey to target? Should I have it require two actions the first time it's used on a PC to balance?


Calemor wrote:
I have a question about the Skinsaw Murderers. Specifically, they have the Twin Takedown action without the Hunt Prey action. As written, doesn't this make Twin Takedown useless since they have no prey to target? Should I have it require two actions the first time it's used on a PC to balance?

Yeah a lot of enemy statblocks, especially in adventure paths, are hastily written and contain mistakes. You can either give them the hunt prey action or allow them to use twin takedown to anyone. Should be more or less fine balance-wise.


Pathfinder Roleplaying Game Superscriber

Honestly, they're kind of pushovers as written, at least they were for my crew. Adding an action cost for this would not do their combat routine any favors.


I replaced their Twin Takedown ability with the Rogue's "Twin Feint" ability.

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