PF2 #4-02 Return to the Grave


GM Discussion

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

Looks like a fun scenario. I played it and will be running it soon.

So I notice that the BBEG is supposed to be a fallen priest of Pharasma.

Divine Lance is on his spell list. Ignoring all the other potential problems, Pharasma is True Neutral so Divine Lance is useless to all of her clergy. The type of damage is based on the alignment of the god.

Divine Lance wrote:
Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral.

Nothing in the Deathless Acolyte would change this.

Think I will ignore the cantrip for now, but I am curious what others think.

4/5 ****

Having played and GMed it, it likely doesn't matter much, as that final fight is such a cake walk.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Pretty sure Pharasma isn't handing that person spells these days, but he does not really have the opportunity to resort to a spell like that. I have run it 3 times and he barely got a spell out after spending an action moving.

That final encounter is very underwhelming at high tier.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

I ran it low tier and specifically used the skeletons to guard him. First round was having skeletons move around him and ready an attack. Had enough challenge points to have a couple free to do other things as well. I did make it clear that the BBEG was giving the skeletons orders.

Unfortunately at low tier the skeletons explode if people are doing the correct type of damage or using the holy water. A hit with holy water will destroy them half the time.

Still, using those tactics I was able to get off two spells before they smashed their way through the lines. Full round magic missile is was did the boss in. They really could have given them a few more hit points, especially as the challenge points went up.

You are correct though, there was no time to get to the point where it was using cantrips.

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

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Since Deathless Acolytes have Denounce Heretic that can target anyone who follows a deity different than them, and for the boss it's "anyone who doesn't follow the whispering way", we can deduce that whispering way is his target of worship.

Although, Whispering way is listed as "no alignment" but since the follower alignments are LE, NE, and CE, evil damage seems most appropriate.

5/5 *****

I ran this at the weekend and its an enjoyable romp. I had the end boss start off with darkness while keeping his skeleton inside shooting arrows. Very few of my group had darkvision but one of them managed to counter him with dancing lights. A melee heavy party might find issues with multiple aoe harm spells healing him and his allies.

Horizon Hunters 4/5 5/5 *** Venture-Lieutenant, Indiana—Indianapolis

On page 5 of the scenario, it refers to bottled sunlight but doesn't say if it's lesser, moderate, etc. I presume for Tier 1-2 it's lesser, but what about tier 3-4?

Dataphiles 4/5 5/5 ***** Venture-Agent, Colorado—Colorado Springs

I have a question about the "A Broken Promise Haunt." The statblock doesn't have a Routine, so do you just not ever enter Initiative? It triggers once every 10 minutes, and that's it?

It is especially confusing because the Exploration paragraph immediately after the Haunt says "If the PCs disable the haunt. . . " Does this mean the PCs must detect the Haunt before it triggers, and disable it or get Lost In The Woods?

5/5 5/5 ***** Venture-Captain, Vermont—Peacham

I notice that Featherfall in the low tier has the following attacks:

Melee [one-action] fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning plus Improved Push 5 feet

I notice that Featherfall in the high tier has the following attacks:

Melee [one-action] talon +12, Damage 1d10+7 piercing plus Grab
Melee [one-action] beak +12, Damage 1d12+7 piercing

I am questioning whether the low tier Featherfall is correct. It seems strange that an owlbear would use its fists. It has reach but its higher tier counterpart does not. Could somebody verify if these stats are correct or if they need to be fixed?

4/5 **** Venture-Lieutenant, Maryland—Hagerstown

GM Harpwizard wrote:

I notice that Featherfall in the low tier has the following attacks:

Melee [one-action] fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning plus Improved Push 5 feet

I notice that Featherfall in the high tier has the following attacks:

Melee [one-action] talon +12, Damage 1d10+7 piercing plus Grab
Melee [one-action] beak +12, Damage 1d12+7 piercing

I am questioning whether the low tier Featherfall is correct. It seems strange that an owlbear would use its fists. It has reach but its higher tier counterpart does not. Could somebody verify if these stats are correct or if they need to be fixed?

My thoughts are, not confirmed though, that the Low Tier Featherfall was built by reskinning a Zombie Brute and the high tier is legitimate zombie owlbear from the Book of the Dead. Which explains the differences in the style of attacks.

4/5 **** Venture-Lieutenant, Maryland—Hagerstown

Mark Stratton wrote:
On page 5 of the scenario, it refers to bottled sunlight but doesn't say if it's lesser, moderate, etc. I presume for Tier 1-2 it's lesser, but what about tier 3-4?

I would still say lesser, but seeing as moderate is level 4, it is not a stretch to grant that one either.

GM variation?

4/5 **** Venture-Lieutenant, Maryland—Hagerstown

Eric Parker 82 wrote:
I have a question about the "A Broken Promise Haunt." The statblock doesn't have a Routine, so do you just not ever enter Initiative? It triggers once every 10 minutes, and that's it?

Correct, it does not put you into initiative. It happens and then you move on. If you detect it, you can attempt to temporarily disable it. The haunt then resets after 10 minutes and reactivate if you re-enter the circle of trees.

Eric Parker 82 wrote:
It is especially confusing because the Exploration paragraph immediately after the Haunt says "If the PCs disable the haunt. . . " Does this mean the PCs must detect the Haunt before it triggers, and disable it or get Lost In The Woods?

Yes...somewhat.

If they detect and disable the haunt prior to entering, they're golden. Do not get lost in the woods.

If they trigger the haunt, there is a chance to avoid getting lost in the woods. This is from the spellbook they find in the circle of trees. If the PC's are able to decipher the writing, trained check, they do not get lost in the woods.

The forced to flee, I am not sure about. Have not heard of why that would happen...

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

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My players were wondering if there would be a follow up scenario that deals with the tower at higher level? Any word about this?

4/5 *

@Eric: it sure feels like there should be, hey?

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