PFS 2e 6-10: Once in Whispers


GM Discussion

Grand Lodge 2/5 * Venture-Agent, Pennsylvania—Philadelphia

2 Points of confusion for me.

1st For the Research encounter, there is no limit on the amount of checks or amount of time the PC's can take. The only consequence is the encounter for critically failing. That encounter can only happen once and is even optional.

With that being considered once the PC's trigger the encounter or if you decide not to run it, what is the point of continuing the research activity considering the PC's can just keep rolling until they get the 15 success needed to get all there treasure bundles. It seems like a needles time drain on a scenario that is already likely to run long given the amount of combat encounter.

Also tying it to treasure bundles seems strange. Either the PC's miss out of 2 treasure bundles because they stopped rolling after discovering the way to the bottom level, or you let them know that they need to keep rolling to get the treasure bundles. And causing the PC's to lose two treasure bundles when failing the roles has no consequences other then one in encounter that is optional seems strange. As written it feels like a needless quest to roll 15 success in a scenario that already seems like it will run long

2nd, for the Festering Plague zombie on page 25 the zombie bite attack does less damage then the normal fist attack. It seems that the zombie bite is supposed to do more damage. As written it makes that attack pointless which is strange creature design as that attack requires the targe to be grabbed.

Grand Lodge 2/5 * Venture-Agent, Pennsylvania—Philadelphia

Overall I whish that they had dropped one of the combat encounters and instead put steaks on the research encounter

** Venture-Agent, Washington—Tacoma

I'm guessing the faction tags and additional rep are errors? There were a few confusing things in this one.

Scarab Sages 2/5 **** Venture-Lieutenant, Oregon—Portland

Master E wrote:
2nd, for the Festering Plague zombie on page 25 the zombie bite attack does less damage then the normal fist attack. It seems that the zombie bite is supposed to do more damage. As written it makes that attack pointless which is strange creature design as that attack requires the targe to be grabbed.

Low tier is 1d8+4 for the fist and 1d12+4 for the bite. I think it might be a typo when the stats were increased for high tier—I'm guessing the bite should have increased to 2d12 just as the fist increased to 2d8.

Scarab Sages 2/5 **** Venture-Lieutenant, Oregon—Portland

I found the Research Complex map and descriptions were really confusing.

B5 says "The zombies here are fresh, hungry, and angry." But there are no zombies listed as being in the room. The flow was also strange. B1 has zombies coming in through the open southern door, which drew my group into B5 and then straight to B6. I had them pull the fight in B3 as they crossed B5 or they would have completely skipped one of the better combat encounters.

Grand Lodge 2/5 * Venture-Agent, Pennsylvania—Philadelphia

TomParker wrote:

I found the Research Complex map and descriptions were really confusing.

B5 says "The zombies here are fresh, hungry, and angry." But there are no zombies listed as being in the room. The flow was also strange. B1 has zombies coming in through the open southern door, which drew my group into B5 and then straight to B6. I had them pull the fight in B3 as they crossed B5 or they would have completely skipped one of the better combat encounters.

Exact Same flow happend for my group running the scenario yesterday

Sovereign Court 4/5 ** Venture-Agent, Netherlands—Leiden

Initial Lore check, page 4 wrote:
Critical Success The Technic League were a group of arcanists focused on uncovering the mysteries of the Silver Mount, the spaceship that crashed near Starfall a little over 200 years ago.

This seems like a bit of an understatement to describe over 8000 years ago. Did I miss a lore update?

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

Monkhound wrote:
Initial Lore check, page 4 wrote:
Critical Success The Technic League were a group of arcanists focused on uncovering the mysteries of the Silver Mount, the spaceship that crashed near Starfall a little over 200 years ago.
This seems like a bit of an understatement to describe over 8000 years ago. Did I miss a lore update?

Just a mis-phrased statement or a misunderstanding by a writer unfamiliar with the timeline. (The event that happened about 200 years ago was not the crash itself but the formation of the Technic League, after the awakening of a survivor of the crash.)

Sovereign Court 3/5 **** Venture-Agent, Ohio—Columbus

I just noticed that the Aged Zombies (which are a variant of Withered) are immune to Mental without being Mindless. Withered are neither Mindless nor immune to Mental. Odd choice, not sure why they changed it, and why they changed one without the other.

**

Pathfinder Adventure, Adventure Path, Maps Subscriber

I am looking for the 'Tech' trait that is associated with certain undead so as to render the undead repellent ineffective. Am I missing something as none have this trait listed....?

Sovereign Court 3/5 **** Venture-Agent, Ohio—Columbus

Ruinn 'the Fallen one' wrote:
I am looking for the 'Tech' trait that is associated with certain undead so as to render the undead repellent ineffective. Am I missing something as none have this trait listed....?

It was apparently missed. But later in the research section, the threshold for 12 RP says "Notes later in the journal reveal that the introduction of electrical implants to zombies seems to allow them to ignore the effects of the poultice."

Any of the Mindless undead with implanted tech would be immune, so anything with Sparking or Cybernetics in the name.

Sovereign Court 4/5 ** Venture-Agent, Netherlands—Leiden

For the purpose of Recall Knowledge: What's so different about the Festering Plague and Aged Zombies (subtier 7-8) that they deserve an Uncommon and Rare tag respectively? All of their stats and abilities are the same as the stock creatures (or have only been increased to match the stats of a creature of that level).

Th Cackling Skulls are mentioned as being Medium sized (or potentially Large in the boss fight) and having a reach of 0ft. This makes no sense, especially with the cramped halls and boss room. I'm assuming it will either be Tiny, or have a Reach of 5ft. In case the creature is supposed to be Tiny, why the Rare tag? It's just a stock Cackling Skull with stats matching a creature of a higher level.

The Ulna Bow: When it explodes, I'm assuming the Brain Guzzler has to make a save against the damage as well?

**

Monkhound wrote:

For the purpose of Recall Knowledge: What's so different about the Festering Plague and Aged Zombies (subtier 7-8) that they deserve an Uncommon and Rare tag respectively? All of their stats and abilities are the same as the stock creatures (or have only been increased to match the stats of a creature of that level).

Th Cackling Skulls are mentioned as being Medium sized (or potentially Large in the boss fight) and having a reach of 0ft. This makes no sense, especially with the cramped halls and boss room. I'm assuming it will either be Tiny, or have a Reach of 5ft. In case the creature is supposed to be Tiny, why the Rare tag? It's just a stock Cackling Skull with stats matching a creature of a higher level.

The Ulna Bow: When it explodes, I'm assuming the Brain Guzzler has to make a save against the damage as well?

1) I can't answer for Paizo, but this isn't the first time I've seen them add a rarity tag to a creature for minor changes.

2) The Cackling Skulls are also listed as Tiny in three of their five appearances in the encounter write-ups. That's the only size that makes sense for them. So I'd go with that. I think this was an error with copying and pasting. As fir their rarity, see above.

There's actually another error- The Sparking Zombie Brute seems to be intended to be Large like its base variant (and that's apparently what Foundry went with), but is listed as medium. I'd reccomend making it large so its reach doesn't catch your players off guard. Either that, or emphasize it's incredibly long arms when you describe it.

3) The Ulna projectile explodes around the player it was fired at. The Brain Guzzler should only need to make a save if it took a shot at an adjacent creature (which it's smart enough not to do unless it has a really, really tempting cluster). The Bow itself does not explode, it just breaks.

Sovereign Court 4/5 ** Venture-Agent, Netherlands—Leiden

Squark wrote:
1) I can't answer for Paizo, but this isn't the first time I've seen them add a rarity tag to a creature for minor changes.

Most of the adjustments are the equivalent of an Elite template, so that shouldn't additionally increase the RK DC with a rarity tag: The DC is already higher due to the higher creature level.

Squark wrote:
There's actually another error- The Sparking Zombie Brute seems to be intended to be Large like its base variant (and that's apparently what Foundry went with), but is listed as medium. I'd reccomend making it large so its reach doesn't catch your players off guard. Either that, or emphasize it's incredibly long arms when you describe it.

Good catch, based on the situation and the map, I think they should indeed be Large. This is before the 5ft corridor hell, so there's not really any reason to make them medium.

Squark wrote:
3) The Ulna projectile explodes around the player it was fired at. The Brain Guzzler should only need to make a save if it took a shot at an adjacent creature (which it's smart enough not to do unless it has a really, really tempting cluster). The Bow itself does not explode, it just breaks.

Ooh right, I misread that. I thought it fired a projectile and then the ulna shattered in smaller bits around the brain guzzler. This makes much more sense.

Sovereign Court 4/5 ** Venture-Agent, Netherlands—Leiden

Another remark about the chronicle:
- The +1 Chain Sword correctly mentions a price of 41gp (base cost of 6gp + 35gp rune)
- The +1 Striking Chain Sword mentions a price of 71gp (should be 106gp: base cost of 6gp + 35gp Potency rune + 65gp Striking rune), so that doesn't seem to include the price of the +1 rune. Intentional discounts usually mention a "discounted price" and a limit, so is this intentional or a misprint? As written, this would be treated as a discount.

4/5 ****

Monkhound wrote:

Another remark about the chronicle:

- The +1 Chain Sword correctly mentions a price of 41gp (base cost of 6gp + 35gp rune)
- The +1 Striking Chain Sword mentions a price of 71gp (should be 106gp: base cost of 6gp + 35gp Potency rune + 65gp Striking rune), so that doesn't seem to include the price of the +1 rune. Intentional discounts usually mention a "discounted price" and a limit, so is this intentional or a misprint? As written, this would be treated as a discount.

Those number sound wrong, but I think you may also not understand how magic weapons are priced. Magic Weapon

Magic Weapon wrote:
The Prices here are for all types of weapons. You don't need to adjust the Price from a club to a greataxe or the like.

Sovereign Court 4/5 ** Venture-Agent, Netherlands—Leiden

Pirate Rob wrote:

Those number sound wrong, but I think you may also not understand how magic weapons are priced. Magic Weapon

Magic Weapon wrote:
The Prices here are for all types of weapons. You don't need to adjust the Price from a club to a greataxe or the like.

Yeah, I was thrown off by Pathbuilder; I found that rule again after looking into it further: So the prices on the chronicle are completely wrong.

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