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Umm... switch scenes. Maybe have a small group from the PC's army break away from the main army when the place starts to rumble after the defeat of Rhoswen. Cue new temporary PCs who fight their way into the palace to save their King and companions. Any former PCs laying around from character switches? Bring them back... once the players finish the module and clear the way to their former PCs the monk can take control of his living character again... everyone can carry out bodies... and once you are safely back home... Resurrection.
Clear and decisive ownership?
I believe the idea is the penalties come from there being no clear ownership of the hex. There are fights breaking out between the land grabbers, etc. By building the exact same improvement right next to you it makes things stabilize because the officially sanctioned hex looks more appealing then the chaotic battle torn improvement. Likely it leads to the other improvement going defunct like when two stores build right next to each other. One of them is going to take a blow that forces them to shut down eventually. I dunno, that is just how I view it.
Theran continues to fill his pack with treasure without even heeding the words of his companions.
Well, if they don't want any. It is all yours... or maybe they do. Raldor is picking about YOUR treasure. Torbin has stolen that staff from YOUR treasure. You can feel the weight of the gold and other items in your hand as your grab handfuls and stuff it into your bag. It is glorious, a treasure befitting a true hero.
Theran seems to be looking hard at Raldor who is showing interest as well as Torbin who carries the staff, but he is occupied by the worthless gold that he is shoving into his bag.
I would suggest more then just the classes of your party... more detailed information or else it is going to be guesswork on how to optimize the encounter.
like for example... I am basically floored by how they do 1500 HP of damage in a single round / every round. Or how they could possible "always win initiative" too.
Duncan engages the wayward armor so that it can no longer move into the back row of his companions and with a mighty blow he cleaves part of the armor away, but the reminder of the armor continues the mindless assault turning his focus on his opponent like a challenged knight until...
Torbin races around the animated armors to reach his hand forth for the azure staff at the moment that he touches it the room is filled with a brilliant flash of light and the armors turn towards him completely ignorant of all other enemies now.
You can feel magic pulsating through you. Not the cold magic of the arcane, but the spreading warmth of the divine. You can hear distance singing upon the wind, the most beautiful voice that you have ever heard. In the flash of light you are revealed a vision of three people... a beautiful woman of perfection sits upon the ground as she sings over the world. A protective knight stands over her with a hand comfortably on her shoulder and an old mage dressed in an odd assortment of colors seems to be staring right at you. He offers you a smile... then you are dragged back to the hectic combat.
Religion Check: The Celestial Forge was the place where the god Reorx forged items for the other gods... this azure staff has the symbol of Mishakai etched into it.
Theran joins with Duncan in combat, but his attack is turned away by the steel plates.
Salmoryn is quick with the bow and the arrow strikes through the animated armor with great efficiency.
Marik, the Knight, is quick on the draw. An arrow is pulled from his quiver and fired at the animated armor in quick succession. The arrow passes harmlessly by the possessed plate mail but Raldor closes on the first of the guardians with the slash of one shortsword that rakes over the steel in a shower of sparks while the armor moves like a fallen warrior to avoid the secondary blow.
The engaged armor moves with an uncanny quickness as it smashes the bulk of its mail at Raldor, not once, but twice. Attack: 1d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (6) + 4 = 10 Good thing we confirmed those crit rules... The animated armor does a grave amount of damage to the taller half-ogre (10 damage) but the ranger manages to avoid getting slammed by the armor a second time.
The other suit of armor closes the distance between the remaining companions and itself. 1d6 ⇒ 4 It leaps off the platform at Renagir proving that it is not confined to it. 1d20 + 4 ⇒ (7) + 4 = 111d20 + 4 ⇒ (17) + 4 = 21 The aged warrior manages to avoid the initial slam, but is caught in the chest with the bulk of the second slam. (5 damage)
Renagir attempts to counter attack and keep the animated armor at bay with a quick thrust to its stomach plate, but the blow deflects harmlessly off the armor.
Torbin, Duncan, Theran, Salmoryn can GO!
There is no longer a confirmation roll. As far as I can tell you do double damage on the attack. Rolling all dice included in the attack twice and adding twice the static bonus. I don't know if I read it right but that is what I took away. However you didn't roll a natural 20. You rolled a 15 but the question is a good one for future reference.
The moment that several people became curious of the armor and staff by stepping towards them the suits of armor come alive. The magical animated plate armor clamors as it moves, banding and grinding like the vengeful spirit of a fallen defender.
Marik and Raldor can now GO!
It might seem a bit heavy-handed to some, but in the sense of the story makes perfect sense for the Hell Knights to bar passage to and from Korvosa while there are riots and turmoil.
It would have become a much different campaign if the characters had left, though you really needn't fear that. You could have done a different module (Paizo has tons) while dropping news from Korvosa into the story. Once things started to settle down and the PCs returned you could have kicked off Seven Days to the Grave! And boom back on track!
Just remember that the APs modules are not set in stone. You can make alterations as you will as long as you take a good look at the storyline and get info to the players that they must know for the story to make sense.
All in all, I say you did a great job trying to maneuver them back towards the story. Atleast they didn't try to fight or sneak their way pass the Hell Knights.
Almost as soon as Marik crosses the threshold of the door into the darkened room beyond and several of his companions follow suit. There is a spark of light as fire lights the room as it spreads through a channel in the stone from the door to a risen platform. It appears that several chests have been open and some of the contents spilled out. More skeletons litter the platform in various stages of betrayal...
It appears the treasure is mostly gold, but you notice several platinum in the coins. Some weapons are scattered about the room and treasure. Two suits of armor flank the cold forge that rests upon it an azure staff.
This is a campaign journal for my Friday Night Game Night. It consists of two different groups that rotate Friday Nights with me at the DM Helm.
Currently the game hasn't started so I don't have names but the characters have been mostly created and the game begins at level 2. Oh... and the world is a mishmash of worlds into my own homebrew.
Human Cleric (Folk Hero) - Spent the last year of the Crusade aiding the villages that were financial ravaged by the war and aiding the wounded warriors returning to Bordin's Watch from the Crusade.
High Elf Monk (Hermit) - A mysterious monk that is training upon the Shadowdancer path. A follower of the Xae Yae faith and servant of the Twilight Monastery.
Sir Drock Kalath; Dragonborn Fighter (Noble) - Fought in the Crusade under the banner of the Knightdom of Halstein. Currently travelling the Valelands to recruit people for the Endless War in Northern Halstein against the demonic influnce of the Chaos Scar.
Half-Elf Warlock (Sage) - Not much is known about this character yet.
Tiefling Wizard (Acolyte) - Raised in the Triadic Church by Father Dietrich, uncle to the Human Paladin & Human Cleric.
Ignore the man behind the curtain... aka Dice Rolls:
Marik: 1d20 + 4 ⇒ (15) + 4 = 19
Theran: 1d20 + 2 ⇒ (8) + 2 = 10
Salmoryn: 1d20 + 4 ⇒ (16) + 4 = 20
Duncan: 1d20 + 2 ⇒ (10) + 2 = 12
Torbin: 1d20 + 3 ⇒ (14) + 3 = 17
Renagir: 1d20 + 2 ⇒ (20) + 2 = 22
Galahad: 1d20 - 1 ⇒ (12) - 1 = 11
Torbin, Salmoryn, Renagir, Marik:
It appears the room was altered by the magic... or your perception. Careful inspection of the changes allows you to reveal a hidden doorway.
The spell permeates the temple itself. It doesn't appear to be a spell of arcane origin... you may have just discovered an ancient divine curse! The spell seems to be meant to protect the place from robbers... it is likely the effects get worse when you touch something or have the desire to remove it from the temple... Powerful work to protect what amounts to junk.
After the sound beating that the group gave to the other goblins they do not look to be slowing down or looking back. They are scatter to the four winds in full retreat.
Just a reminder that gold has very little value in Krynn. Which is why the gold items were described as useless. I also forgot to mention the dead goblins.
All the goblins that the party fought that fell to their blades and arrows were dead. Among their belongings were some raggedy leather armor, some dented and banged up shields, hilted hunks of metal that could function as short swords, and a few steel pieces each (12 between all 5 goblins).
Apologies. I am overlooked it. You are the only one the seems to be chasing after the goblins. How are away from the temple are you willing to go before you return to the group. The goblins are in full retreat and run as fast as they can for as long as they can. How long will you pursue them alone is the only question I have?
As you enter the Ruined Temple known as The Celestial Forge an uneasy feeling spreads through you. You see what the goblins were scavenging at... a pile of broken pottery, some near useless gold objects, and some rusted arms and armor. There is nothing that anyone would find of value but yet a strange feeling of greed just creeps in on you trying to gather strength at the back of your minds. You begin to notice the skeletons of other would be adventurers and robbers now along with the fresh corpses of goblins as if some veneer had been removed by the greedy compulsions. It looks like most of the dead here killed each other...
The compulsion is not save worthy... yet. You can act as you want but you are aware of the effect inside the temple.
Torbin fires a bolt from his crossbow at one of the goblins that haven't been engaged in melee combat, but it goes wide. Duncan rotates the greatsword in his hand as he spins his body and brings it arching over down on one of the two goblin brawlers that were rising. Again the blade rends though the creature as another goblin collapses. Raldor bounds forward towards a goblin with dual blades drawn and ready to strike, but the creature manages to nimbly escape his attacks.
Salmoryn continues his assault as he releases another arrow towards the goblin that he already struck, but the chaos of the battle distracts as the shot misses. Malik fires another arrow which finds the mark of the last goblin struggling to rise from the brawl as the creature slumps back down.
Galahad takes stock of the battle as he pulls his longsword to his side, "Surrender creatures. The battle is over." as he glares first at the two wounded goblins and the last remaining unwounded goblin.
The goblins decide that fighting is pointless but they have no plans to surrender to humans. They use their nimbleness to attempt escape. Disengage as Bonus Action. Dash to run 60 ft and get into the foliage heading for the side of the temple and the taller Plains grass.
Torbin reloads his crossbow.
Theran and Renagir can GO!
Duncan Esteros finds himself leading the charge as he rushes one of the goblin's just ahead of his companions. A powerful blow from the soldier's greatsword splits a goblin observers though the collar bone causing the creature to collapse under the attack. Raldor takes aim on one of the unengaged goblins and let's fly an arrow which just misses the mark. Salmoryn Starpeak takes careful aim at one of the goblin bystanders to the brawl. A deep breath as the fingers release the bow string and the arrow flies true as it finds itself stuck in the shoulder of one of the surprised goblins.
Marik Irondale raised his bow and fired an arrow at one of the goblins watching the fight. His arrow strikes a vital area with pin-point precision as the goblin collapses. Torbin Juventus worried about accidentally striking a companion with an arrow holds a moment for a better view of the skirmish. Theran Silvermane rushes in behind his other companion engaged in melee as he maneuvers to the left of Duncan and strikes a blow that fells another goblin.
Galahad of Haven comes in behind his companions and takes up arms on the right side of Duncan. He attacks with his longsword. Attack, Damage: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 3 ⇒ (5) + 3 = 8 The young entertainer knight misses his target. Renagir Onselmin determined to not be a burden or get showed up by the younger bunch moves into attack as well. His strike aimed at one of the few standing goblins that were not engaged in a brawl. Attack, Damage: 1d20 + 5 ⇒ (20) + 5 = 252d6 + 2 ⇒ (2, 1) + 2 = 5 The seasoned veteran manages to land a solid blow but does not down a goblin.
Duncan, Galahad, Raldor, Marik, Salmoryn can now act. Torbin can use his held action to act if he chooses.
A pair of voices in the already high pitched tone begin to raise over each other as the remaining ones inside quiet down. Violence suddenly breaks out as the sound of two bodies crashing into things. The pair of goblins roll through the door in a ball of fists and biting as they brawl. A half-dozen goblins follow behind them as they hoot and holler at them in the guttural language of the goblins without so much of a second of attention spared to the surrounding environment. It appears the party has complete freedom to act before the goblins could respond.
After careful inspection of the tracks in the area you have identified several goblin tracks, quite likely eight of them. A quick vision search reveals that they have been tramping around the ruins for awhile now. It seems likely to be several days at this point...
As the rest of the group gets closer but is signaled by Salmoryn to keep quiet they can now make out several high pitched voices, which has gone from talking to arguing in a guttural language of goblins. Several of them sound angry with each other... of course... goblin always sounds vile and angry.
Stealthed Characters (Marik, Raldor, Salmoryn):
You begin to hear the shrill voices as you draw closer to the ruined temple.
"Where is it, Where is it? Have you found it? Have you found it? Bonesnasher will kill us if we don't find it. Don't tell him, don't tell him!" the shrill voice says.
You hear the clattering of items as if someone is searching through them with no care to their value or age. There is a handful of grunts that seem to agree with whoever the loudmouth is.
After some consideration I think I may save Reign of Winter modules for my next campaign set up... given them a nifty "It's Bigger on the Inside" device since I will have to top this Mash-Up!
I did add The Harrowing to the list through...
Updated List of Adventures:
Rise of the Runelords
*Burnt Offerings (L1)
*The Skinsaw Murders (L4)
*Hook Mountain Massacre (L7)
*Fortress of the Stone Giants (L10)
*Sins of the Saviors (L12)
*Spires of Xin-Shalast (L14)
Curse of the Crimson Throne
I started putting together a list of adventures by Locale to better help me swap the locations with my own. This preliminary list is based on the descriptions of the modules on the website and not an actual read through which is why there are still some unknown locations listed (and I just added The Harrowing to the end so I didn't look up the locale).
List of Adventures by Locale:
*Burnt Offerings (L1)
*The Skinsaw Murders (L4)
*Fortress of the Stone Giants (L10)
The Stolen Lands
Border of Molthune and Nirmathas
City of Goku (Tian Xia)
Falcon's Hollow / Darkmoon Vale
Orc-held lands of Belkzen
Mushfens (South of Magnimar)
The Windsong Abbey
Thanks! I am going to hold off on anything related to Demons like Sword of Valor and The Herald as I just completed a gestalt campaign where the players battled Orcus... it had lots of demons and lots of undead so I am avoiding those as enemies.
Which is why I am trying to avoid Fey as well because of my earlier KM1 & 2 + Fellnight low level campaign.
I updated my list last night (with levels!) as well as started to break the modules/scenarios up by locale. When I get home tonight I will post them before I start working on the outline for how the modules will flow! Fun times.
This thread is a perfect example of "Different styles of play" clearly it works for his group. I like discussions, but that wasn't the intention of this thread.
Personally I am of the same mind as those advocating limited knowledge of the adventure... and yes I have ran into the problem of having characters set up for a specific style of adventure being out of place (Example an Urban Fantasy Batman in Kingmaker #1) but I work with them if they want to change. There are infinite ways to bring in and out characters with the right creativity.
This is why i advocate "well-rounded adventurers" instead of mechanical superior "niche characters" but that is just my opinion. I recognize all styles of play as valid.
The high grass of the plains between Langtree and the ruined temple make for easy travel, but they can be dangerous hiding beast and bandit alike in peaceful times. With the rumors of war in the North who knows what trouble could be hidden by the plains...
The journey remained uneventful and now you are nearing the final day... the forward scouts should be able to see the ruined temple at this stage.
Perception 15, for those scouting ahead.:
You put eyes on the ruined temple which has been claimed by the natural growth of the plains as while as something that has made its home on the surface of the stone. You see things lurking in the gaping and ruined doorway to the main structure.
Maybe she doesn't know she is even dead? I've been watching alot of Supernatural lately... lol. Maybe there is a hole in her memory and she is fixated on Gaedren because he killed her, but she doesn't exactly know the connection so she made it all up (maybe even unknowingly)... again so much Supernatural lol
If you combined Dual Initiative with Amazing Initiative then the solo creature may have an equal action economy to the players for 3 rounds but if you roll poorly or if the party dismantles it before it's turn (which is a definite danger if you are going for a challenging fight or suspenseful boss). Which doesn't solve the problem of solo monsters, but I like where your head is.
Pathfinder the system and Golarion the World have nothing to do with how best the modules connect and flow. For example in the Shattered Star thread there are several suggestions about how to mash-up Shattered Star and Rise of the Runelords. Which is fantastic, I've taken that into consideration now. Any further suggestions from other people that have done mash-ups or used any of the modules listed in conjunction with any of the other modules/APs on how they connected them is what I am most interested in.
A list of locales from the modules is needed to be able to find suitable replacements in another world. That is the second thing I am interested in.
I would love to activate the Paizo BrainTrust to save myself some time and/or get the best results out of the chosen material with the best flow. That is one reason for this thread.
Ultimately I am working towards this on my own; this thread will serve as the design journal of sorts or something for other people to tap in their planned mashups.
This isn't my first mash-up rodeo. Having done work on a large Kingmaker mash-up with Curse of the Crimson Throne (and several other modules... I think it got up to like 4 modules per Kingmaker book) as well as part of this mash-up came from some work I did when I was trying to create a Thassilonian super campaign. Both of which were done on these forums too.
Dual Initiative doesn't really clear up action economy, by the way, I used it as an addon without the rest of the Mythic template and... they never got their second action at -20 Initiative... And the initiative system for 5E is the exact same as the Pathfinder system so it should function the same way.
Basically all Legendary Creatures get 3 Legendary Actions. They can take a legendary action from a limited list of actions at the end of an opponents turn. They also get a limited number of times they can shake off a status effect to stop the 'Stunlock beat downs'.
So effectively they get 4 actions in a turn (3 legendary ones + their own action). Some of them have a Lair Action that happen on Initiative 20 if you battle them in their lair.
So it gives them an equal action economy against an adventuring party. As well as gives them a limited resistance to getting locked down by a party and wrecked.