Thought I heard a jug band playin'
"If you don't... who else will?"
From over on the far side of the hill
All I know the sun don't shine
And the rain refused to fall
And you don't seem to hear me when I call
Wind inside and the wind outside
Tangled in the window blind
Tell me why you treat me so unkind
Down where the sun don't shine
Lonely and I call your name
No place left to go, ain't that a shame?
So many roads I tell you
New York to San Francisco
So many roads I know
All I want is one to take me home
From the high road to the low
So many roads I know
So many roads so many roads
From the land of the midnight sun
Where the ice blue roses grow
Along those roads of gold and silver snow
Howlin' wide or moaning low
So many roads I know
So many roads to ease my soul (note 1)
I had gone with mick-ten-uh, almost like her name was spelled McTena. AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) Yakman Feb 4, 2021, 12:00 pm Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber My PCs ROFL-stomped their way through Deathbower. They decimated everything. Mictena w/ no mooks is a cakewalk. If I were to run it again, I'd have Reedreaper assist her with the final encounter.
If you have players who think hard about the situation and background, be prepared for a rocky road with this module. We are just about finished with it (about to do Deathbower) and have had issues with the following:
(1) Everyone seems shocked over the PCs being alive, like it has never happened before. But there is a party of live humans in the random encounter list, and a recently-alive gnome in one of the dungeons, and food for "visitors who need to eat" in another dungeon. So living people *do* come here. Also the numerous faeries and vermin are alive. It needs to be made much more clear that the psychopomps are reacting to the obols, not to the PCs being alive.
(2) The business with Kishokish's staff violates just about every rule about how that item works: if the PCs know much about shoki psychopomps they will be skeptical of the advice to do this as it is obviously wrong. (The staff kills the being drawn into it, and can only be used by its owner, and has a saving throw. Also, one challenger's glove doesn't work.)
(3) If living creatures in the Boneyard do not eat or drink due to its planar traits, the presence of kitchens and food is peculiar. If they are immune to disease and poison, various attacks are ineffectual. The issue of planar traits *really* needed to be addressed at the start.
(6) He was also really bothered by the fairies--how did those get in here? Why are they tolerated? Why are there SO MANY of them?--and by the living vermin, ditto. As a result the PCs wanted to decide they were not in the Boneyard at all but in the First World and everyone was lying to them. We basically had to fiat that they didn't conclude this as it would have derailed the adventure pretty badly (starting with, the PCs go back to the Boneyard to rescue the villagers from the delusion that they are dead).
(6) There aren't supposed to be undead, but the specter in the stone is an undead--and what is it doing here? If duplicating tombs duplicated the undead in them, the Boneyard would have big problems! Also, we could not understand how the unfettered phantoms were not undead, even though their creature type says they are not. I mean, it's the soul of your dead ancestor come back because of unfinished business--how is that not an undead?
(7) Both the player and I felt that the module spent a lot of time setting up a theme of "Something is very wrong here in the Boneyard" but with no follow-up or payoff: you can't find out what it is or do anything about it. This is frustrating.
I will add, I rewrote the early encounters and ran this for 5th level PCs, not 1st level PCs. I strongly recommend this. The lack of resupply is not as bad if the PCs are already equipped in a level appropriate way. Also, some of the encounters (especially the wihsaak) are way too hard for their stated level, and more appropriate for 5ths. This also avoids going up 4 levels in 3-4 days (and 3 sessions), which I really don't like.
Roslar's tomb will need creature substitutions (gremlins are a good replacement for mites) but there's surprisingly little need to change the creature types in the remainder. Remove any power-reduction templates, add a few more critters and clump them up more--that's all it seemed to require. (Okay, I also gave Colulus some levels of witch. Didn't make a big difference in the end.)
If you don't do this, I strongly recommend using GM fiat to make the PCs find the tooth faeries, which they can handle, before they find Nine-eaves or the Scriptorum, which are a lot more iffy (especially Nine-eaves--the wihsaak can fly out of reach, use its drone, and just let the party tear itself apart).
The module has kind of strange difficulty levels: a lot of things seem too easy (Aydie and her giant raven in particular) and several seem way too hard. Too easy is maybe okay, and lets you let encounters clump; too hard is a problem, especially given the lack of equipment. The PCs are going to end up being 4th or 5th level with 1st level equipment; do not expect them to perform as well as usual.
6) There aren't supposed to be undead, but the specter in the stone is an undead--and what is it doing here? If duplicating tombs duplicated the undead in them, the Boneyard would have big problems! Also, we could not understand how the unfettered phantoms were not undead, even though their creature type says they are not. I mean, it's the soul of your dead ancestor come back because of unfinished business--how is that not an undead?
2: This...is correct, unfortunately. Well, the actual ability states that it can only be used on incorporeal or dying creatures, I believe. If a player calls this out, my advise is to encourage them to roll with this departure from RAW with an open mind - it is a very cool encounter, after all!
The problem the player had with the decomposing esobok (it's in the tooth fairy castle) was not that it was horrific but that it didn't seem to make sense: he felt strongly that outsiders, as spirit beings, shouldn't decompose, but should turn to dust or bone or something when slain. He felt it was one of several points where the sense of being in the Boneyard was lost. (That was my reaction to the kitchens and so forth; I wasn't as bothered by the esobok myself. Also to the masses of live birds at multiple points--why is the Boneyard full of live birds?)
I understand that Umble and Thoot can see the obols. I am startled that the witchcrows apparently can too, but okay. But the given dialogue emphasizes the PC's aliveness, not the obols. I wish I had caught this sooner as it led to bad inconsistencies in my GMing.
Yes, there is one line blaming Salighara for the faeries, but that's at almost the end (if you do Salighara last, as we did) and gives a whole module for the PCs to come to the wrong conclusion. And it is still weird that the lawful psychopomps put up with being overrun with faeries, especially in Roslar's Tomb, which is not close to Salighara's Scriptorum at all.
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