The Bastards of Erebus (GM Reference)


Council of Thieves

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Hopefully others can use this thread to clarify questions arising in this adventure. If you happen to see another thread, please link post a link in this one to try and keep things tied together.

Chapter 1: The Bastards of Erebus
Chapter 2: The Sixfold Trial
Chapter 3: What Lies in Dust
Chapter 4: The Infernal Syndrome
Chapter 5: Mother of Flies
Chapter 6: The Twice-Damned Prince


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"In the next week or so, we're expecting to ship the next volume of your subscription."

Here's to the first AP of the PFRPG!

You know the drill!


Is the character of "Bluehood" going to be an important part of the adventure path? One of my players is going to be a masked vigilante as well, and he will definitely be interested in what her deal is. Any hints would be appreciated.

Contributor

Brainiac wrote:
Is the character of "Bluehood" going to be an important part of the adventure path?

Nothing major, no. Go for it!


Speaking of Bluehood:

"Bluehood offers a reward for any shadow beast killed if the slayers drop its corpse..."

It looks like her money is safe at least if shadowgarms are killed,

"Since a shadowgarm melts away into shadows and fog when it dies, leaving no evidence of a corpse..."

As long as I'm at it, it seems like Seelah got gipped. By my count, she has a 14 pt character build to the other pre-gens 15. I tried assuming she was middle aged but it was still 14.


Ashkecker wrote:

Speaking of Bluehood:

"Bluehood offers a reward for any shadow beast killed if the slayers drop its corpse..."

It looks like her money is safe at least if shadowgarms are killed,

"Since a shadowgarm melts away into shadows and fog when it dies, leaving no evidence of a corpse..."

As long as I'm at it, it seems like Seelah got gipped. By my count, she has a 14 pt character build to the other pre-gens 15. I tried assuming she was middle aged but it was still 14.

Heh, I noticed that too. I was going to change the death residue of a shadowgarm to a dull black stone (that crumbles into black dust over time...so it can't become a gem-stone!) It could be used as a "status symbol" of the revolutionaries in the know...a broach with a dull stone would be a very private way of saying "I'm fighting back, and recently I've been successful."

The dull black stone or its dust could also become a spell component later for a custom spell or potion if you are so inclined.

Or...maybe Bluehood is actually not all that interested in being altruistic. Maybe she is creating some magic for good or ill that needs this dull black stone. Perhaps she is just playing the same game as all the nobles in Cheliax, and getting rebels to give her the stones she needs to make her play for power is both safer for her and has a certain irony that she enjoys...
Personally, I like the last option. Although I haven't seen the rest of the adventure path, I might well make Bluehood into something of a patron of the party, only to have her later turn out to be not much better than all the other power-hungry nobles of Cheliax. Not evil, perhaps, but certainly using the PCs towards her own ends and agenda. It would certainly increase the players paranoia about who can be trusted in Westcrown.


There's a problem with the bestiary: two Tiny monsters, the hanniver and torble, have CMB numbers that are far too low. In the preview of the PF Bestiary, it's stated that Tiny or smaller animals use their Dex modifiers instead of Str for CMB, yet these two monsters clearly didn't. So which one's the error? The hanniver/torble or the PF Bestiary preview?


Generic Villain wrote:
There's a problem with the bestiary: two Tiny monsters, the hanniver and torble, have CMB numbers that are far too low. In the preview of the PF Bestiary, it's stated that Tiny or smaller animals use their Dex modifiers instead of Str for CMB, yet these two monsters clearly didn't. So which one's the error? The hanniver/torble or the PF Bestiary preview?

It's on pg. 2 of the Bonus Bestiary, not in the recent Bestiary preview, however the Core Rulebook only says that Tiny or smaller creatures can use Dex on melee attack rolls, not Combat Maneuvre's per se.

As the Core Rulebook takes precedence, I'd say that the stats in PF #25 stand, unless I'm contradicted by a staffer, or the Bestiary itself when it comes out.


vagrant-poet wrote:
Generic Villain wrote:
There's a problem with the bestiary: two Tiny monsters, the hanniver and torble, have CMB numbers that are far too low. In the preview of the PF Bestiary, it's stated that Tiny or smaller animals use their Dex modifiers instead of Str for CMB, yet these two monsters clearly didn't. So which one's the error? The hanniver/torble or the PF Bestiary preview?

It's on pg. 2 of the Bonus Bestiary, not in the recent Bestiary preview, however the Core Rulebook only says that Tiny or smaller creatures can use Dex on melee attack rolls, not Combat Maneuvre's per se.

As the Core Rulebook takes precedence, I'd say that the stats in PF #25 stand, unless I'm contradicted by a staffer, or the Bestiary itself when it comes out.

Quote from the Pathfinder Core Rulebook (not the Bestiary preview, as I first stated): "Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB."

What I found in the Bestiary preview, was confirmation of the above rule. Take the cat as an example: it is Tiny, has a Str of 3, and a Dex of 15. Its BaB is +0, and its CMB is +0. Considering that a Tiny creature suffers a -2 penalty on its CMB, the cat obviously uses its Dex score instead of its Str score. If it used its Str score, its CMB would be -6.

Now take the haniver (from this volume of PF): it is also Tiny, has a Str of 9, and a Dex of 13. Its Bab is +0, and its CMB is -3. In this case, the haniver used its Str score to determine its CMB; had it used its Dex score like the cat, its CMB would have been -1.


Speaking of stats, I've been looking at the Sewer Goblin on pg 22. I'm puzzled by the Melee attack.

Pg 22 wrote:
Melee 2 broken dogslicers –6 (1d4–1)

With a single attack, I'd expect it to be +0 attack (+0 BAB, +1 Small, +1 Str, -2 Broken).

With a full attack, I'd expect it to be -2 attack (+0 BAB, +1 Small, +1 Str, -2 Broken, -2 TWF with light weapons and feat).

Is that right, or are there additional penalties I'm missing, and -6 is correct?

Two other stats I've noticed that are off are Init (should be +3) and Perception (should be +5), but those are more straightforward.

Paizo Employee Creative Director

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The goblin's not proficient with the dogslicers, which gives him an additional –4 penalty to attacking with them. Most goblins are warriors or fighters, and get the proficiency for free, but goblins themselves aren't automatically proficient with the weapons.

Which works out well, since goblins don't always make the best choices when it comes to maximizing their characters.


James Jacobs wrote:

The goblin's not proficient with the dogslicers, which gives him an additional –4 penalty to attacking with them. Most goblins are warriors or fighters, and get the proficiency for free, but goblins themselves aren't automatically proficient with the weapons.

Which works out well, since goblins don't always make the best choices when it comes to maximizing their characters.

Ahhh, makes perfect sense. I figured I was missing something. Thanks!

Scarab Sages

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Looks like there's a typo in the alignment for the Strix (it's showing as 'AL'). Any suggestions as to what it should be?

Thanks,

Mike

RPG Superstar 2013 Top 8

Well, I was about to make the point about the goblin rogue and his poor, poor decision, but I see it's been done. Although why shouldn't rogues be proficient in dogslicers? They're just short swords that do a different damage type.

Other problems I noticed:

Areal appears to have taken "Pick Alignment" as a feat, and it's not even in proper alphabetical order! I kid. It seems as if "pick alignment" was put in as a placeholder for his Alignment Channel feat and some wires got crossed somewhere.

There's a lot of conflicting information that should have been corrected in editing. The bolthole to the sewers is in two different places in the text (behind the bar or in a cabinet in the kitchen) and the PCs are supposed to be level 2 either when they exit the sewers or when they confront the Bastards.

The ELs for the Armored Wagon Heist are all wrong. The sum of XP for the encounter as written (6 armigers and the cleric) are a weak EL 4--it'll give 1010 xp vs. the 1200 of a EL 4 encounter. But adding the other four armigers doesn't make it a CR 7; at 1550 xp, it's a weak CR 5! Perhaps if these were elite armigers with two levels in warrior, or perhaps level the cleric up to level two... or is the EL 7 counting the horses in the calculations? Of course, since it's made explicit that nobody there has Handle Animal, the fact that the armigers cannot fight simultaneously with their horses, and the horses will likely refuse to fight after being wounded makes that seem a little unfair.

The map of Westcrown doesn't have the wall separating the northern ruins of Redo Cader from the rest of Westcrown. This isn't a matter of "oh, this map isn't detailed enough" like has been broached before--but that's an important detail to have, especially considering that other major city walls are illustrated.

The haniver doesn't have any listed bonus to the Fly skill. Assuming no ranks, it should be +5 (no ranks, +1 Dex, +4 for being Tiny).

Personally, I would have liked parenthetical references to what the domain powers or bloodline powers do--the teifling sorcerers do, but none of the clerics do, which is frustrating since I'd have to look up these relatively unfamiliar rules (and people who don't have the Pathfinder RPG will have no idea what they do, backwards compatibility or no). I did appreciate that the Signifier's fire bolt was listed in his attack line, but Palaveen's isn't (it should be +4 and deal 1d6+2 damage).


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I've added (actually changed a couple) of the CoT Campaign Traits to better fit my game. I thought I'd share them in case someone found value in them. I'd also welcome comments or thoughts on the mechanical elements regarding balance.

Faithful to the Last
Although most have lost their faith, you know that Aroden did not abandon his own. So you remain patiently awaiting his return. Against that fateful day you keep the faith by following his tenants devotedly. You secretly visit the sacred shrines that dot Westcrown to keep them clean, and have even helped a few other Faithful repair damage done to the Sanqatada Cinqarda by the thralls of Asmodeus. Many think that your devotion to the Dead God is sad, some think worse; but you are convinced that the Last of the First will return in glory. Perhaps he will not return in your lifetime, but in the moment he is most needed he will not forsake his people. Your dogged faith bolsters your will; you gain a +2 to Will saves triggered by evil outsiders.

Enemy of the Rack
You have learned to despise the Order of the Rack. Although you had always found comfort in the knowledge that the Orders were there to ensure that justice prevailed, you think the Order of the Rack has become way too zealous in their efforts. It might have been something that happened to a friend or a relative or to you, personally. Instead, you might have witnessed something done to a stranger that changed your mind. Or perhaps you’ve recently starting seeing the world with new and more compassionate eyes. Whatever the case, you’ve decided they need to be reigned in before the very order that they are defending is destroyed in an endless circle of violence. But you also know that blood does not wash away blood. You gain a +4 trait bonus to Diplomacy or Bluff when dealing with the Order of the Rack.


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Here is what should prove over the entire CoT AP the available magic items from the city of Westcrown (as a metropolis). I recommend that special materials be able to be separately enchanted (i.e., adamantine chain shirts could be separately enchanted as +1 light fortification adamantine chain shirts). Note that even this "commonly available" or "off the shelf" list is subject to the 75% availability check (PRPG page 460) for minor magic items.

Minor Magic Items:

Armor and Shields that are available are:

  • +1 and +2 armor and shields
  • +1 light fortification armor and/or shields
  • +1 arrow catching shields
  • +1 bashing shields
  • +1 blinding shields
  • Adamantine light armor
  • dragonhide armor
  • mithral light & medium armor
  • rhino hide specific armor
  • Darkwood shields (including bucklers and tower shields)
  • dragonhide light and heavy shields
  • mithral shields (but not tower shields - the hardness of 5 leads me to believe that tower shields do not have sufficient metal in their construction to qualify for metal-based special materials)

Weapons
Melee weapons that are available are:

  • +1 and +2
  • +1 bane
  • +1 defending
  • +1 flaming
  • +1 frost
  • +1 shock
  • +1 ghost touch
  • +1 keen
  • +1 ki focus
  • +1 merciful
  • +1 mighty cleaving
  • +1 spell storing
  • +1 throwing
  • +1 thundering
  • +1 vicious

Ranged weapons that are available are:

  • +1 bane
  • +1 distance
  • +1 flaming
  • +1 frost
  • +1 merciful
  • +1 returning
  • +1 seeking
  • +1 shock
  • +1 thundering

Specific weapons that are available are:

  • sleep arrows
  • screaming bolts
  • javelins of lightning
  • slaying arrows (including greater)
  • shatterspikes

Weapons made from

  • adamantine
  • alchemical silver (masterwork at additional cost)
  • cold iron (masterwork at additional cost)
  • darkwood
  • mithral
are available.

Potions of 0, 1st or 2nd level spell at no higher than a caster level of 3rd are available.

Rings

  • protection +1 and +2
  • feather falling
  • sustenance
  • climbing (and improved)
  • jumping (and improved)
  • swimming (and improved)
  • the Ram
  • counterspells
  • mind shielding
  • force shield
  • animal friendship
  • energy resistance - minor
  • chameleon power
  • water walking

Rods

  • immovable
  • metal and mineral detection
  • cancellation
  • wonder
  • python
  • flame extinguishing
  • viper

Metamagic

  • Enlarge - lesser and normal
  • Extend - lesser and normal
  • Silent - lesser and normal
  • Empower - lesser and normal
  • lesser Maximize
  • lesser Quicken

Scrolls of 0, 1st, 2nd and 3rd spell levels at no higher than a caster level of 5th are available.

Staves are unavailable "off the shelf".

Wands of 0, 1st and 2nd spell levels at no higher than a 3rd level caster are available.

Wondrous Items on table 15-18 [PRPG page 497] are under the "minor magic item" category and thus relatively easily acquired given sufficient wealth. All of the wondrous items on this table are potentially available for "off the shelf" purchase.

One thing of interest is that "off the shelf" has ... interesting implications in the former capitol city of Cheliax. Chelaxian crafted magical items seem likely to be strongly evocative of the Egorian architectural style - a possible point of contention (or just high school level 'drama') for the aesthetically concerned.

Westcrown has (4d4) medium magical items and (3d4) major magical items potentially available for purchase. I would recommend 12 medium and 6 major magical items as available for such purchases - and that any GMs pre-determine this list in advance.

Paizo Employee Creative Director

Mijast727 wrote:

Looks like there's a typo in the alignment for the Strix (it's showing as 'AL'). Any suggestions as to what it should be?

Thanks,

Mike

The strix should be neutral.

Scarab Sages

Pathfinder Adventure Path, Rulebook Subscriber

i started running this for my group. its fun so far but i have alot of questions. it says it assumes we are using the medium advancement track, which is 2000 to hit 2nd level, does that mean you should run around 14 encounters in the sewer so they hit 2nd like the ap suggests, because my players were ready to move on after 4.


drowranger80 wrote:
i started running this for my group. its fun so far but i have alot of questions. it says it assumes we are using the medium advancement track, which is 2000 to hit 2nd level, does that mean you should run around 14 encounters in the sewer so they hit 2nd like the ap suggests, because my players were ready to move on after 4.

You also have 3 suggested side quests available to them (that would be homebrew, alas) to help fill in XP gaps, as mentioned in "More Heroics" on page 33. Whilst they are limited to gaining a maximum of 3 additional Fame Points, these side quests can provide the additional XP necessary to bring them to 2nd level.


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For those who may need some "filler information" regarding henchmooks, mini-onions and various hirelings that one's player characters may enter the campaign with, I present the following information.

Human Wiscrani Henchmen

Commoner 1
LE Male and Female Medium Humanoid (human) CR 1/4
no aura of evil or law

• These typically represent unskilled laborers, porters, torch bearers and other poor folk.

Ability Scores
12 STR (+1), 12 DEX (+1), 11 CON, 13 INT (+1), 8 WIS (-1), 9 CHA (-1)

Initiative +1
Languages: Common (Taldane) and Varisian

Feint DC: 9 Intimidate DC: 10

Skills (2 +1 human +1 INT +1 favored class = 5): Climb +5, Handle Animal +3, Perception +3, Ride +5 and Swim +5

Feats: Dagger Proficiency, Light Armor Proficiency and Toughness

Hit Points: 7 each (1d6 +3 toughness)

Base Attack: +0 = +1 attack bonus
CMB +1 CMD 12 (10 +1 +1)

Fortitude +0, Reflex +1, Will -1

Gear: peasant’s outfit (2 lbs), dagger (1 lb) [+1 melee or thrown (1d4+1/19-20, 10’ thrown range incr.)]

All other gear (including armor), material, tools and/or weapons must be provided for them – including food and water.

Fortunately, they are very cheap to hire (1 sp per day of long term, non-hazardous employment – barely enough to break even at a ‘poor’ cost of living). For short term, non-hazardous employment they earn 2 sp per day – and they won’t shirk at demanding 4 sp per day under hazardous duty. They will not agree to work as foot soldiers – only the daft hire torchbearers yet expect them to fight anything more formidable than a torble.

Expert 1 LE Male and Female Medium Humanoid (human) CR 1/3
No aura of evil or law

• These represent most adults with craft and/or profession skill sets.

Ability Scores
12 STR (+1), 12 DEX (+1), 11 CON, 13 INT (+1), 8 WIS (-1), 9 CHA (-1)

Initiative +1

Languages: Common (Taldane) and Varisian

Feint DC: 13 Intimidate DC: 10

Skills: (6 +1 human +1 INT +1 favored class = 9): They have 1 rank in each of 9 trained skills. For the sake of simplicity they have one Craft (+8) or Profession skill (+6) [as determined by what they were hired for being good at] with their remaining skill ranks assigned among Appraise +5, Climb +5, Handle Animal +3, Knowledge (local) +5, Perception +3, Ride +5, Sense Motive +3 and Swim +5

Feats: Light Armor Proficiency, Simple Weapons Proficiency, Skill Focus (chosen Craft or Profession skill) and Toughness

Hit Points: 8 each (1d8 +3 toughness)

Base Attack: +0 = +1 attack bonus
CMB +1 CMD 12 (10 +1 +1)

Fortitude +0, Reflex +1, Will +1

Gear: An artisan’s outfit (4 lbs), dagger (1 lb) [+1 melee or thrown (1d4+1/19-20, 10’ thrown range increment)]

All other gear, tools, material, armor and/or weapons must be provided for them, including food and water.

Expert crafters earn 9 gp per week of long-term, non-hazardous employment whilst expert professionals earn 8 gp per week of long-term, non-hazardous employment. Short-term employment that does not involve potentially dangerous duty warrants 3 gp per day. Persuading such experts to undertake dangerous duty is a DC 24 Diplomacy check (and gets a demand for doubled pay) – persuading them to do so at their normal pay rate is a DC 29 Diplomacy check.

Warrior 1

LE Male or Female Medium Humanoid (human) CR 1/3
no aura of evil or law

• These represent soldiers, the Dottari (Westcrown city guards) and generic “hired muscle”.

Ability Scores
15 STR (+2), 11 DEX, 12 CON (+1), 10 INT, 9 WIS (-1), 8 CHA (-1)

Initiative +4
Languages: Common (Taldane) and Varisian
Feint DC: 10 Intimidate DC: 10

Skills: (2 +1 human +1 INT +1 favored class = 5): Handle Animal +3, Intimidate +3, Perception +3, Profession (soldier) +3 and Ride +4

Feats: Light, Medium and Heavy Armor Proficiencies, Shields Proficiency (but not with tower shields), Simple Weapons Proficiency, Martial Weapons Proficiency, Improved Initiative and Toughness

Hit Points: 10 each (1d10 +1 CON +3 toughness)

Light Load: 66 lbs/Medium Load: 133 lbs

Base Attack: +1 = +3 melee or +1 ranged attack
CMB +3 CMD 13

Fortitude +3, Reflex +0, Will -1

Gear: A traveler’s outfit (5 lbs), dagger (1 lb) [+3 melee / +1 thrown @ 10’ range incr. (1d4+2/19-20)]

• Any armor, weapons, gear, tools and materials must be provided by their employer, including food and water.

An absolute minimum wage for such Wiscrani warriors is 3 sp per day – this presumes long term employment under non-hazardous circumstances. Hazardous long term employment runs a total of 7 gp per week with lodging and meals provided for them equivalent to an Average cost of living included in this cost. Short-term dangerous duty - in addition to requiring that the employer provide all necessary gear (armor, shield, weapons and so on) – gets a demand for 3 gp per day (payable in advance). To negotiate this down to 2 gp per day is a DC 24 Diplomacy check – and no Wiscrani warrior will undertake short-term employment as “hired muscle” for less than 2 gp per day.

This same stat block works for “mercenary cavalry” without change – other than doubling the cost to hire them (and requiring that their employer provide suitable mounts, tack and provisions for the mounts).
Higher level mercenary leaders (2nd level warriors) cost 3 times the above figures for 1st level warriors – basically, higher level warriors cost an additional multiple to the base pay equal to (level +1). 2nd level = x3, 3rd level = x4, 4th level = x5, 5th level = x6 and so on.

A character-classed hireling would warrant (level+2) using the above guidelines as a “quick and dirty” method of resolving the costs. Character Class Level 1st = 21 gp per week, increasing by 7 gp per level above 1st. Short term would be subject to spell casting “by the spell” (as outlined in the core rules), whilst non-spell casters would demand 9 gp per day at 1st level, increasing by 3 gp per day per level higher than 1st. It is of course VERY doubtful that very many such NPCs are available that are not already involved in more profitable (or simply personal) matters by 2nd level, or 3rd at the latest. It is also dubious as to whether or not the PCs will be able to afford to ‘properly’ equip such NPCs. However, these NPCs would benefit from the slightly better stat blocks for “heroic” NPCs as well as from having character-classed HD (maximum hp for those HD for the 1st level, and so on) – and if they survive long enough are prime fodder for cohorts. In the Council of Thieves, the prime group of NPCs available is presented in Part 3; “Children of Westcrown Roll Call” (pages 24-25).

Example Gear Sets
The following ‘gear sets’ are intended to be representative of various ‘packages’ one could purchase for the use of one’s hirelings and henchmen.

The Day Porter/Torchbearer:
• This provides a very bare-bones gear set for a torchbearer/porter commoner for a day’s work.

  • Backpack (2 gp, 2 lbs, empty)
  • Two sacks (2 sp, 1 lb, empty)
  • A waterskin (1 gp, 4 lbs, holding one half-gallon of potable water)
  • A belt pouch (1 gp, ½ lb, empty) with flint and steel (1 gp), a loaf of bread (2 cp, ½ lb), a hunk of cheese (1 sp, ½ lb) and a chunk of meat (3 sp, ½ lb) representing a ‘sack lunch’.
  • A bundle of 18 torches (18 cp, 18 lbs)

Total gear and food cost of 5 gp, 8 sp at an encumbrance of 29 lbs including their outfit. At a 12 Strength, this means they can haul out 14 lbs while remaining at a light load (43 lbs), up to 57 lbs to remain at a medium load (86 lbs) or a maximum of 101 lbs before they hit their heavy load (130 lbs).

The Cheapskate’s Warrior:
• This is an example of quite possibly the cheapest gear load-out one could equip one’s 1st level warriors with, and would at best be good for a one-day hire.

  • Padded armor (5 gp, 10 lbs, +1 armor bonus, 0 armor check penalty)
  • Shield, light wooden (3 gp, 5 lbs, +1 shield bonus, -1 armor check penalty) = AC 12]
  • Club (-- gp, 3 lbs, 1d6 B, 10 ft. thrown range increment)
  • Sling (-- gp, -- lbs, 1d4 B, 50 ft. projectile range increment)
  • 10 sling bullets in a leather pouch (1 sp, 5 lbs)
  • A waterskin (1 gp, 4 lbs, holding one half-gallon of potable water)
  • A belt pouch (1 gp, ½ lb empty) with a loaf of bread (2 cp, ½ lb), a hunk of cheese (1 sp, ½ lb) and a chunk of meat (3 sp, ½ lb) representing a ‘sack lunch’.

Total gear and food cost of 10 gp, 5 sp, 2 cp at an encumbrance of 35 lbs including their outfit and dagger. Handing one’s mercenaries this set of gear is not very likely to endear them to you…

Decent Muscle:
• This is an example of a fairly decent gear load-out, one better suited to being taken seriously as an employer of hired muscle. This is on the lower end of the cost scale and far more effective than the cheapskate set above – although there is an “option package” presenting a one week ‘exploration’ package.

  • Scale Mail armor (50 gp, 30 lbs, -4 armor check penalty, +5 armor bonus)
  • Heavy Wooden shield (7 gp, 10 lbs, -2 armor check penalty, +2 shield bonus) = AC 17
  • Light crossbow (35 gp, 4 lbs, 1d8 P/19-20, 80 ft. projectile range increment)
  • 2 cases of light bolts (2 gp, 2 lbs, 10 bolts per case)
  • 2 javelins (2 gp, 4 lbs, 1d6 P, 30 ft. thrown range increment)
  • Flail (8 gp, 5 lbs, 1d8 B, disarm, trip)

  • A waterskin (1 gp, 4 lbs, holding one half-gallon of potable water)

  • A belt pouch (1 gp, ½ lb empty) with a loaf of bread (2 cp, ½ lb), a hunk of cheese (1 sp, ½ lb) and a chunk of meat (3 sp, ½ lb) (representing a ‘sack lunch’), a whetstone (2 cp, 1 lb) & flint and steel (1 gp)

Total gear and food cost of 107 gp, 4 sp, 4 cp at an encumbrance of 68 lbs including their outfit and dagger, placing them at a medium load (133 lbs maximum).
Exploration package

Backpack (2 gp, 2 lbs empty)

  • Bedroll (1 sp, 5 lbs)
  • Hooded lantern (7 gp, 2 lbs)
  • Oil, 5 1-pint flasks (5 sp, 5 lbs)
  • 7 days’ trail rations (35 sp, 7 lbs)
  • 2 sacks (2 sp, 1 lb, empty)
  • Rope – 50 ft. coil, hemp (1 gp, 10 lbs)
  • Hammer (5 sp, 2 lbs)
  • 2 pitons (2 sp, 1 lb)
  • Grappling hook (1 gp, 4 lbs)
  • Crowbar (2 gp, 5 lbs)
  • Shovel (2 gp, 8 lbs)
  • Explorer’s outfit (10 gp, 8 lbs – spare outfit)
  • A 2nd waterskin (1 gp, 4 lbs, holding one half-gallon of potable water)

Total gear and food cost of 138 gp, 4 sp, 4 cp at 132 lbs’ encumbrance (medium load) including their outfit and dagger. Estimated total encumbrance including the rider is 300 lbs.

Light Horse Mercenaries

  • Combat-trained light horse (110 gp)
  • bit and bridle (2 gp, 1 lb)
  • riding saddle (10 gp, 25 lbs)
  • saddlebags (4 gp, 8 lbs empty)
  • 7 days’ feed (35 cp, 70 lbs)
  • Scale Mail Barding (200 gp, 60 lbs; +5 armor bonus, -4 armor check penalty)

Total mount, gear and food cost of 326 gp, 3 sp, 5 cp @ horse encumbrance of 464 lbs.

Heavy Horse Mercenaries

  • Combat-trained heavy horse (300 gp)
  • bit and bridle (2 gp, 1lb)
  • riding saddle (10 gp, 25 lbs)
  • saddlebags (4 gp, 8 lbs empty)
  • 7 days’ feed (35 cp, 70 lbs)
  • Chainmail barding (600 gp, 80 lbs, +6 armor bonus, -5 armor check penalty)

Total mount, gear and food cost of 916 gp, 3 sp, 5 cp @ horse encumbrance of 484 lbs.

High-end Muscle:
• This is a “high end” gear load-out for a 1st level warrior – arguably worth far more than the warrior using it. It is certainly worth noting as the “gear” for those with truly obscene wealth that can afford to equip even their lowliest mini-onions with such princely equippage.

  • Masterwork cold iron dagger (304 gp, 1 lb; 1d4 P, 10 ft. thrown range increment) replaces the regular dagger
  • Masterwork alchemical silvered dagger (322 gp, 1 lb; 1d4-1 P, 10 ft. thrown range increment)
  • 2 masterwork cold iron spiked gauntlets (620 gp, 2 lbs; 1d4 P)
  • Masterwork cold iron trident (330 gp, 4 lbs, 1d8 P, brace, 10 ft. thrown range increment)
  • Masterwork cold iron warhammer (324 gp, 5 lbs, 1d8 B/x3)
  • Composite longbow (+2 Str) (300 gp, 3 lbs, 1d8 P/x3, 110 ft. projectile range increment)
  • Quiver of 20 masterwork cold iron arrows (302 gp, 3 lbs)
  • Quiver of 20 masterwork alchemical silver arrows (341 gp, 3 lbs)
  • Quiver of 20 masterwork arrows (301 gp, 3 lbs)
  • Masterwork (red, brass or gold) dragonhide shield with a masterwork cold iron shield spikes (830 gp, 20 lbs, +2 shield bonus, shield bash deals 1d6 P, -1 armor check penalty, shield itself is immune to fire damage)
  • Masterwork (red, brass or gold) dragonhide breastplate (700 gp, 30 lbs, +6 armor bonus, -3 armor check penalty, armor itself is immune to fire damage) with masterwork cold iron armor spikes (400 gp, +10 lbs = 40 lbs for armor) = AC 18

Alternative dragonhides include (black or copper – for immunity to acid), (blue or bronze – for immunity to electricity) and (white or silver – for immunity to cold).

  • Explorer’s outfit replaces the traveler’s outfit (10 gp, 8 lbs)
  • ring of sustenance (2,500 gp – is presumed to be attuned to the one wearing it)
  • Everburning Torch (110 gp, 1 lb)
  • Belt Pouch (1 gp, ½ lb empty) with a whetstone (2 cp, 1 lb), flint and steel (1 gp), 2 smokesticks (40 gp, 1 lb) and a thunderstone (30 gp, 1 lb) [72 gp, 3 ½ lbs]

Total gear cost of 7,766 gp at an encumbrance of 97 ½ lbs.

Combat-trained heavy horse (300 gp) with a

  • bit and bridle of sustenance (2,502 gp, 1 lb)
  • military riding saddle (20 gp, 30 lbs)
  • saddlebags (4 gp, 8 lbs) [2,826 gp, 39 lbs = 300 lbs with rider]
  • Masterwork dragonhide breastplate barding (2,800 gp, 60 lbs, +6 armor bonus, -3 armor check penalty, barding itself is immune to [energy type] damage)
  • Masterwork cold iron lance (320 gp, 10 lbs, 1d8 P/x3, reach, x2 damage on a mounted charge)

Total mount and gear cost of 13,712 gp @ horse encumbrance of 410 lbs.

Employers who spend this kind of cash on mercenaries are probably going to be able to pony up the gp for handy haversacks and type III bags of holding for hauling out loot, as well as the various tools to haul out said loot (shovels, sacks and so forth).


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This is the "public consumption" version of the 'Special Encounter' I plan to use in my own campaign.

WARNING: My players are strictly forbidden from perusing the spoiler-hidden information below.

The Blind Seer of the Sewers:

Known only as the Blind Seer of the Sewer, this creature has been nestling within the nether reaches of the sewers of decaying Westcrown for longer than any goblin can remember words unsung. Those few who encounter the seldom-seen creature say that the Seer’s advice is worth vast sums of gold. It is said that some fools have sought out the Seer in the bowels of the Wiscrani sewer system to steal its supposedly vast treasures received as payments for its divination services over the past decades. All have been found days or weeks later amidst a gory stain spread impossibly far across a walkway; as little more than an outline of soot against a wall, the remains swiftly devoured by the omnipresent rodents and vermin; a few simply are never found again, though the tall tales tell that those who are simply never found are those who saw fit to brag far and wide that they would surely catch and slay the seer this time around...

The best known information regarding the Blind Seer is this odd bit:

“To seek guidance without
Eyes of Infernal glare
nor
Ears of mortals fair
Search for the Blind Seer
‘neath streets unaware.”

It is presumed that some drunken bard or chronicler penned this bit that has made the rounds of seedy dives and the various vice dens in Westcrown.

The Blind Seer of the Sewers CR 13
Book of Templates page 31
Advanced Augmented Antagonist Blind Oracle Behir
Neutral Male Gargantuan Magical Beast (Augmented)

Initiative +3
Senses: Blindsight 150 ft. (beyond which the Seer cannot see – against attacks and effects originating from beyond its blindisght, the Seer is blinded [PRPG page 565]), scent; Perception +23
Space/Reach 20 ft./15 ft.

Defenses:

  • Immune to electricity
  • not subject to vision-based attacks, effects and spells (including gaze attacks, being dazzled, visually-based figments and glamers, illusory patterns and other visually-based effects)
  • Feint DC 30
  • Intimidate DC 30 – note that foes smaller than the Seer suffer a -4 on their attempts to Intimidate him
  • rings of feather falling and invisibility

AC: 29 (touch AC +15 natural); flat-footed AC 26
Touch AC: 14 (10 -4 size +4 insight +3 Dex +1 deflection); flat-footed touch AC 11
Saving Throws: Fortitude +18, Reflex +9, Will +15
Hit Points: 270

Speed 50 ft, climb 20 ft.; may move through up to 20 feet of difficult terrain each round as if it were normal terrain.
Special Qualities: treats all Knowledge skills as class skills, +8 racial bonus on Perception checks, maximized hit points from racial hit dice, good Reflex save exchanged to good Will save
Ability Scores: 34 Str (+12), 16 Dex (+3), 27 Con (+8), 17 Int (+3) {13 (+1) without headband}, 20 Wis (+5), 16 Cha (+3)

Base Attack +15

  • CMB +36 (base 15 +4 size +12 Str +5 insight)
  • Melee Attack Bonus +28 (base 15 -4 size +12 Str +5 insight)
  • Overrun CMB +40 {+36 if he has declared a Power Attack}, does not provoke attacks of opportunity, those he overruns may not choose to avoid him, whenever he overruns foes they provoke a rake attack of opportunity {6 claws +28 or +24 melee, 1d6+6 or 1d6+10 damage} if they are knocked prone by his overrun – note that the Seer knocks prone those whose CMD he beats by 5 or more and he moves through that foe’s space; due to having 6 claws as part of his rake, he can choose to deal all six claws to one creature he overruns or divide the six claws amongst as many as six foes that he has overrun
  • CMD 34 (10 +4 size +12 Str +3 Dex +4 insight +1 deflection)
  • CMD 54 vs. trip (+20 for number of legs)
  • CMD 56 vs. overrun (+20 for number of legs, +2 improved overrun)
  • cannot be bull rushed, overrun or tripped by foes of less than Huge size

Attack: Bite +28 melee (2d6+ 18 plus 4d6 improved vital strike); Power Attack Bite +24 melee (2d6+30 plus 4d6 improved vital strike)

Special Attacks:

  • Improved Grab (ex) (triggered by bite = CMB +40 {+36 if he has declared a Power Attack} as a free action without provoking attacks of opportunity – if it wins this check it establishes a hold and can attempt to constrict or swallow whole the foe in the following round)
  • Constrict (deals 3d8+12 or 3d8+20 damage with a successful +40 or +36 grapple CMB check)
  • Rake (against a grappled foe 6 claws +28 melee, 1d6+6 or +24 melee, 1d6+10)
  • Swallow Whole (Large or smaller foe, +40 CMB check to grapple; swallowed creatures take 3d8+12 bludgeoning and 12 points of acid damage per round from his gizzard; the Seer’s gizzard has an AC of 19 and can hold 2 Large, 8 Medium, 32 Small or 128 Tiny or smaller creatures)
  • Breath Weapon (Su) 30 ft. line, once every 10 rounds, 12d6 electricity damage, Reflex DC 25 half. The save DC is Constitution-based.

Powers of Precognition (Sp, CL 15th): At will – augury, sanctuary (DC 14); 5/day each – speak with animals, speak with plants, divination; 1/day each – scrying (DC 18), speak with dead (DC 16), true seeing; 1/month each – commune, commune with nature, find the path

Feats: Power Attack (-4 melee AB to gain +4 rake claws damage, +8 constrict damage and +12 bite damage), Skill Focus (Stealth), Nimble Moves, Acrobatic Steps, Improved Overrun, Greater Overrun, Vital Strike, Improved Vital Strike

Skills: Climb +30 (can always take 10 for a climb check of 40), Knowledge (geography, local & nobility and royalty) +11 {+9 without headband}, Knowledge (the planes) +21, Linguistics +18 {+2 without headband}, Perception +23, Stealth +12 (+52 when not moving or +32 when moving while using his ring of invisibility), Survival +11
Languages: Common, Draconic and Varisian plus Abyssal, Aklo, Aquan, Auran, Celestial, Dwarven, Elven, Ignan, Infernal, Sylvan, Terran and Undercommon

Gear:

  • ring of sustenance
  • ring of invisibility
  • ring of vast intelligence +4 (with Knowledge (the planes) and Linguistics skills associated – the first language acquired from the headband is Infernal; additional languages from additional ranks are learned in the following order: Abyssal, Aklo, Aquan, Auran, Ignan, Terran, Sylvan, Undercommon, Draconic, Elven, Undercommon, Giant, Dwarven and Celestial)
  • ring of protection +1
  • ring of feather falling
  • ring of resistance +1

Services: The Blind Seer ‘offers’ the following services – however, it does not take mere coin as payment. Rather the Seer prefers works of art with audible and/or tactile elements – or a term of service performing such works. Magic items that produce such effects are also desirable as payment for particularly expensive services.

  • Divination 600 gp per question, no more than three questions per day will be answered, as he reserves the other two uses of this ability for himself, especially in regards to suspect ‘customers’. Casting Time: ten minutes.
  • Commune 750 gp per question, asking up to 10 questions that can be answered by a yes or no (or a short phrase of five words or less). The seer often asks 5 questions of his own to gather more information for his own use. Casting Time: ten minutes.
  • Find the Path delivered to the recipient creature touched for a fee of 900 gp at his full caster level of 15th. He does not offer this service freely – those who desire it have to specifically inquire about it in a pleasing enough manner (Diplomacy DC 28). Casting Time: three rounds.
  • Scrying for a fee of 750 gp he is willing to scry for a 15 minute period once a day – the fee is per day. The customer will need to provide sufficient information, or preferably some sort of connection to the subject to be scried. He offers no guarantees of success, with payments to be received in advance of his performing the service. Casting Time: 1 hour. This ability he insists that the customer return to receive what was observed in the form of a written report (if successful). As far as the cities of Westcrown and Egorian, he is considered to have secondhand knowledge of almost any subject creature (which is one of the reasons he insists on the client providing a connection of some type – the DC drops to a 13 for most scrying attempts without one.)
  • He would offer to speak with animals or plants for a fee of 300 gp, were there much demand for such ability in the Wiscrani sewers. He does routinely use these abilities for his own ends, and has established a rapport over the years with many of the longer-lived animal and plant denizens of the sewers.
  • Speak with Dead – requiring 10 minutes for him to cast – warrants a fee of 450 gp to ask a single corpse per day a series of no more than seven questions. This is probably the most common service he performs, so he advises the customer of two things. First, that those of the more extreme personal ethics and morals are sometimes inclined to resist the compulsion to answer his questions. And second, that the customer must provide the questions to be asked. The seer asks the exact questions the customer requests. He does not accept full payment for a corpse that balks at answering him on a particular day, depending on the manner of conduct of the customer. He advises a customer when the deceased resists the compulsion to speak, that the corpse needs to remain mostly intact and that he can attempt an inquiry of a particular corpse no more often than once a week.

Personality and Mannerisms: The Seer prefers to lair in a larger room with easy access to the tunnel the room is set off of – the better to devastate foes with actinic lightning or a devastating overrun. He speaks either in one-word answers or in a sibilant sing-song rhyming manner with little skill of composition. He is a stickler as regards delivering on services offered – and he is quick to take umbrage at those who impugn him on these matters. He strongly dislikes rude creatures – to the point of withdrawing from conversation altogether until amends are made, or slaughtering the offending party if the offense is more severe.

The Seer routinely wears the ring of invisibility activated – the shock value of most who seek to do him harm suddenly viewing him for the first (and most often, only time) is often all it takes to ensure the demise of such foes in short order. He is well attuned to this ring and often paces his activities to effectively maintain the invisibility.

At the GMs discretion, the Blind Seer could have established a network of informants, taking on the role of an “information broker” based out of Westcrown with tendrils extending as far as the GM wishes it to.


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Linking

The sewers are only 5' wide? Need to squeeze?

James Jacobs
The scale on the sewer maps should be 1 square = 10 feet.


Seen on another thread (*Link*)

James Jacobs wrote:
Leland Hulbert II wrote:
I'm getting ready to run CoT with my sons. I only have the first two books so far. I'm looking to put together some side adventures to make sure the team is up to par for XP in the first book. Since the safe house would be a bad place for the PCs to run into and out of all day, I'm thinking about having the party hang out in Janiven's tavern. Is there any reason why I shouldn't do that in the later modules? I don't want to set a precedent and then have problems when I get the other books.
The tavern doesn't make any other appearances in the AP; it'd be a great place to use in this manner as a result.


*Link* to thread where question asked about which Bastards of Erebus NPCs are important later?


Demiurge 1138 wrote:

Well, I was about to make the point about the goblin rogue and his poor, poor decision, but I see it's been done. Although why shouldn't rogues be proficient in dogslicers? They're just short swords that do a different damage type.

Other problems I noticed:

Areal appears to have taken "Pick Alignment" as a feat, and it's not even in proper alphabetical order! I kid. It seems as if "pick alignment" was put in as a placeholder for his Alignment Channel feat and some wires got crossed somewhere...

Sean has now officially confirmed/clarified Arael's feat selection on another thread: *Link*


Multiple Map reference questions/clarifications

Grand Lodge

I have a question regarding the giant rot grub. I noticed that it has the grab special attack. However, according to the PRPG bestiary, "grab works only against opponents at least one size category smaller than the creature," which means the rot grub can only grab things that are tiny... and what PC is tiny?? Doesn't this mean his grab attack is completely useless, which means also his gnaw special ability?

Scarab Sages

Maybe it has come up in another thread, but I can't seem to find it so I'll ask here. A long time ago when I wrote the Random Sewer Generating Program, I noticed that the book contradicted itself in regards to when the party should hit level 2. At one point it says they should hit it before they exit the sewers (which is a little over a dozen encounters), at another point it said they should hit level 2 before they take on the Bastards (which means they can get away with 4-5 encounters in the Sewers).

Was this ever cleared up? I never got an answer in that thread, and with my own Council of Thieves on the horizon it seems kind of important. :) Should the PCs stay in the sewers until level 2, or just make sure they hit it before taking on the Bastards?

Dark Archive

Karui Kage wrote:

Maybe it has come up in another thread, but I can't seem to find it so I'll ask here. A long time ago when I wrote the Random Sewer Generating Program, I noticed that the book contradicted itself in regards to when the party should hit level 2. At one point it says they should hit it before they exit the sewers (which is a little over a dozen encounters), at another point it said they should hit level 2 before they take on the Bastards (which means they can get away with 4-5 encounters in the Sewers).

Was this ever cleared up? I never got an answer in that thread, and with my own Council of Thieves on the horizon it seems kind of important. :) Should the PCs stay in the sewers until level 2, or just make sure they hit it before taking on the Bastards?

For the group I'm running, the combination of the sewers, Arael's rescue and all the suggested sidetreks got them all the XP they needed (this is a group of 4) to take on the Bastards in their lair.

List of Encounters:

Sewer:
Shrieker
Goblin
(3) Hellknight Armigers
Torbles
Shrieker w/ Brown Mold
(3) Skeletons

Rescue of Arael

Sidequests:
Bandits - (4) Tiefling Thug Bandits rumored to be with Bastards
Whitechin's Lair - Wererat w/ (3) Goblins & lair entrance guarded by a Pit Trap
Bluehood Mission - Shadowgarm

This combo worked for me.


It has been brought up here that the map of the sewers is at a scale of 1 square = 10 ft even though the map says 5 ft. Does that apply also to the temple of bastards maps? It just seems like a lot of players to cram into such small spaces if the scale is 1 square = 5 ft..

An example: G2 Ancient cript is a roughly 10x30 ft space that I am supposed to cram 5-7 (if 2 escape from B2) enemies plus my group of 4 players. That means that there will only a few free squares of space at any time to maneuver in.

Is this map scale supposed to be 10 ft?

Contributor

That map scale is also 5 ft.

Most players are used to huge underground rooms and 10 ft. wide corridors, but realistically underground spaces are pretty small and cramped. And, as the tunnels under the old temple weren't intended to have a lot of traffic, they're deliberately small (and less likely to cause structural weaknesses that would cause the surface level to collapse). So, yes, the smallness of the space is going to be a tactical challenge for the PCs--but one they can use to their advantage if they're smart.

Paizo Employee Creative Director

Matt Beatty wrote:

It has been brought up here that the map of the sewers is at a scale of 1 square = 10 ft even though the map says 5 ft. Does that apply also to the temple of bastards maps? It just seems like a lot of players to cram into such small spaces if the scale is 1 square = 5 ft..

An example: G2 Ancient cript is a roughly 10x30 ft space that I am supposed to cram 5-7 (if 2 escape from B2) enemies plus my group of 4 players. That means that there will only a few free squares of space at any time to maneuver in.

Is this map scale supposed to be 10 ft?

The temple at the end is correct at 5 foot squares. Part of the tactical element of that portion of the adventure is the fact that it's got cramped quarters, and this forces the PCs to have to react in certain ways AND gives the defenders an easier time to defend their lair. No free room to maneuver is part of the point, in other words.

SKRNINJAED!


I will try and console their deaths with your cold hard logic of dungeon sizing and realistic layouts.

On second thought, I will just bring more pizza and extra character sheets.

Edit: I appreciate the very quick response from both of you. It's not often that you can get answers directly from the creators, let alone within a couple hours of asking. Thank you.


I am getting ready to begin running The Bastards of Erebus, and I am wondering what year the adventure takes place. The reason I ask is I have a player who is going to play a dwarf character in the middle age category and I am wondering if he would have been alive to experience the death of Aroden and the transition of Westcrown of a city of good to its current state. From the flavor text, this is what I have determined at this point. In 4606 AR, Aroden, god of humanity, innovation, and history, died. In the text referring to Ilnerik, it states. He crossed the border into Nidal on the same day Aroden died and Cheliax erupted into chaos, and by that evening, Ilnerik had crawled into a cave and died -- only to rise with the next moon as a vampire. The next paragraph states the following. Ilnerik spent the next century in Nidal, becoming a master of the shadows of the night and learning of the true powers of the bat-head relic. Further, in the same paragraph it states that he was delighted at the sense of irony that he was to return to Westcrown. From the previous text I quoted I would assume Ilnerik returned to Westcrown approximately 100 years after the death of Aroden, which would put the game somewhere around 4706; however, in the section Westcrown by night it states that the shadow trouble started in 4676 A.R., which does not match up with the text previous to the last. I know I may be reading into this too much, but it is causing me trouble in regards to how much information the Dwarf character should know. I would appreciate help in regards to my minor dilemma. Thank you

Scarab Sages

Paizo places the approximate year of the AP based off the real-world year it was released. If an AP began in 2009 (like Bastards of Erebus) then it's in-game counterpart is 4709. 2008 = 4708, 2010 = 4710, and so on.

These years are *usually* pretty in the background though, so if you want to adjust it to a different year then it typically isn't too hard.

As for Ilnerik, yes, it does seem a bit off. By the bit above it should be about 70 years he spent in Nidal, before returning to Westcrown. I would just call the century bit a generous estimation and leave it at that. :)


Page 10 of Bastards of Erebus claims there should be a "Council of Thieves Gamemaster's Guide" somewhere around paizo.com, but I have been unable to find it. Is it still available?

Contributor

Are wrote:

Page 10 of Bastards of Erebus claims there should be a "Council of Thieves Gamemaster's Guide" somewhere around paizo.com, but I have been unable to find it. Is it still available?

Is it in your "My Downloads" link at the top of the site?

Paizo Employee Creative Director

Are wrote:

Page 10 of Bastards of Erebus claims there should be a "Council of Thieves Gamemaster's Guide" somewhere around paizo.com, but I have been unable to find it. Is it still available?

At one point, we were considering doing a "Council of Thieves Gamemaster's Guide" which was going to include a lot of the information that ended up in the Westcrown article in Pathfinder #25, but in the end we just put the GM stuff into that article and put the player-friendly information into the "Council of Thieves Player's Guide." So there ended up not being "Council of Thieves Gamemaster's Guide" but the info that WOULD have been in it is still available.

Dark Archive Vendor - Fantasiapelit Tampere

Hey.

1.It is right to think that the night falls to westcrown about 8.pm? That would explain the hurry of Janiven's nervousness when she waits Arael to come to the Vizio's.


Rosgakori wrote:

Hey.

1.It is right to think that the night falls to westcrown about 8.pm? That would explain the hurry of Janiven's nervousness when she waits Arael to come to the Vizio's.

You could - probably - look up the sunset/sunrise tables of "Spain" as an indicator for dawn and dusk, based upon the month in which your adventures starts. :)


I've been using Genoa, Italy as the basis for sunrise/sunset and for weather (temp, precip chances, etc). Barcelona might be another good one too. I also have people's daily schedules really skewed (to me, anyway). They are out and about most mornings right after dawn. Workplaces and stores open an hour after sunrise, with "fast food" vendors even earlier by the ferry docks to feed commuters. Lunch is between 10 and noon and places close between 3-4 when people head to dinner. Stores with live-in proprietors may open between 6 pm and sunset for late shoppers, and taverns are open then as well, but most folks are heading home by then. Two curfew warning bells ring, one an hour before sunset, the other a half-hour.

I try to give the place a very nervous feel, but with some bustling life that is being quashed by the shadowbeasts, with Hellknights providing the menace during the day.

RPG Superstar 2009 Top 32

Any thoughts on what is, or was, a good "length" (number of encounters) for the Sewers? Yes, I know that it will vary for each group. But what has been people's experience with this element?


Lord Fyre wrote:
Any thoughts on what is, or was, a good "length" (number of encounters) for the Sewers? Yes, I know that it will vary for each group. But what has been people's experience with this element?

It says go until they are 2nd level (or nearly so, I think?), but I stopped at five. They were getting really bored with the constant checks to find the marker, the darkness, the constricted terrain, and the low level monsters. Don't go too long unless they are having a blast.


Lord Fyre wrote:
Any thoughts on what is, or was, a good "length" (number of encounters) for the Sewers? Yes, I know that it will vary for each group. But what has been people's experience with this element?

I only went two but that had more to do with the outcome of the 2nd encounter than anything else. Skeletons vs Party with no blunt weapons and some very poor rolling on their part (and good on mine) meant that they were dragging 2 party members after that and were most likely toast if I tossed anything else at them.

Dark Archive

A tip for other GM's: While my party was on their way over to the bastards' lair, I had town criers and stagehands put up a lot of posters at the limehouse and at public places all over town. The posters were requesting anyone with any acting or adventuring experience to come to the limehouse, as described in part 2 of the adventure path.

The characters noticed these messages while they were on their way to complete a clear goal, so this didn't distract, but it did improve the overall feel of a bustling city and a sense of a long-term story arch: It was clear that something would happen in the near future, and that it might be easy for them to get the parts. one character even suggested it'd be easy money.


Pathfinder Rulebook Subscriber

Hello,

Quick question, when awarding story XP, should I award the listed amount to the party to divvy out amongst themselves, or do I award it to each individual character?


NuclearPotato wrote:

Hello,

Quick question, when awarding story XP, should I award the listed amount to the party to divvy out amongst themselves, or do I award it to each individual character?

XP awards are always for the entire party, not individual PCs. Though if you mean to ask whether the GM or the players decide each PCs share, I think that's up to the party if you want to do something different than [total xp divided by the number of PCs].


Pathfinder Rulebook Subscriber
jorgenporgen wrote:
NuclearPotato wrote:

Hello,

Quick question, when awarding story XP, should I award the listed amount to the party to divvy out amongst themselves, or do I award it to each individual character?

XP awards are always for the entire party, not individual PCs. Though if you mean to ask whether the GM or the players decide each PCs share, I think that's up to the party if you want to do something different than [total xp divided by the number of PCs].

Thanks for the clarification.


Hey, my group is about to finish up The Bastards of Erebus. I could post tons of feedback, but instead, I'll keep it brief:

1. Having rolled for the sewer encounters ahead of time, I had mapped out 6 encounters for my party, most of which I thought would be quick and easy. However, they were, to put it tactfully, completely dysfunctional as a group. Additionally, I had to sick a group of hellknights on them because they spent so much time out of game, talking. By the time they managed to actually get out of the sewers, they had gone through 4 normal encounters, plus one hellknight 'punishment' encounter. They were VERY eager to leave after that many. I think 4 encounters is a good number for your players, and if they are a very good, very efficient group, perhaps as many as six. But no more then that.

Oh, and I used the book's suggestion of a hungry otyugh. Despite passing all sorts of knowledge checks they still decided to assault the CR 4 creatures. I ended up having to nerf it by dropping the full attack and reducing the CR experience reward appropriately.

2. From a layout perspective, my players got kind of bored with Part III, next time, I would maybe find some sort of dice rolling to mix in with the pure roleplay aspects of things. Maybe some sort of skill checks around the hideout.

3. My players ALSO got kind of bored (they're dysfunctional and have the attention span of goldfish) when I was describing the church at the end of Part Five, pages 34-35. I would recommend maybe spacing that description out; perhaps have Arael describe a bit before "horse drama," then janiven describe some before one of those optional encounters.

We'll see how the assault on the church goes--I'm crossing my fingers that they don't all forget to bring potions, lord knows i've been throwing them at the party.


Hi guys, this is my first post in this message board.

I am going to DM a Pathfinder campaign and I was looking through CoT. Overally, I like the outlook: It's a dark, mystic and secretive campaign, and the city is rotting away, and not some high fantasy princess castle crap ;)

One thing has been bugging me though: The nightly influx of shadowgarms. I just cannot think of any reason why a city would still be habited under such circumstances. The book doesn't seem to explain it, merely talking about a curfew and that doors and shops close before dawn.

The concept brings some interesting aspects, though: Say the group really needs to leave their shelter (because it's dangerous, or they have heard news of someone who needs their help), then they have to weigh the risks.

But still, I find it hard to find an explanation for myself, and I know that it will be tough DMing convincingly under such circumstances. Do you have any suggestions? Is it okay to change this aspect a bit or is it essential for the backstory and plot (haven't read the whole thing yet)?

thanks for your inputs

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