Copper Asp

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Finished up the first arc of my Age of Worms PF conversion. Usually we break the APs up into three arcs (2 books each) and switch back and forth between DMs. AoW seemed to more naturally fall into 4 arcs though since it is 12 (shorter) adventures.

Slight spoilers for AoW...

Spoiler:

#1 - Book 1-3: Diamond Lake arc
#2 - Book 4-6: Free City and back to Diamond Lake arc
#3 - Book 7-9: Travel arc
#4 - Book 10-12: Rift and finale arc

Anyway! That means it's back to the very excellent "Return of the Runelords" game. Starting book 3 and enjoying the break to be a player again.

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I've posted the various fixes I've used in other places, but I'll drop them here again if anyone is interested. This is just what I did/my recommendations. Check 'em out if interested.

Obviously SPOILERS a plenty below and sorry for the length...

My recommendations:

Spoiler:

Book 1
0. Before the adventure, while doing character introductions or something, ask the PCs which animal best describes them. This lets you set up the Dream Quest in Book 2 a little earlier.
1. As others have said, use the diseases carefully. Consider having a timeline built out ahead of time and rolling for which player catches a disease when. This saves you from rolling the 5-15% chance for EVERY player at the table. You know that on Day 6, Nimblefingers has to save against Filth Fever (or whatever).
2. Make the other castaways likeable. Even if they like to hate them, they’re going to be almost the only NPC interaction for the whole first book. Plus if the PCs like the other castaways, it makes pulling them into Book 2 much, much easier.
3. A number of people have pointed out the value of keeping Yarzoth alive as the BBEG of the path. If she’s killed, try to ensure that her body is in some state to be Raised/Resurrected by Agents of the Coil so she can show up later. (I can do a full write up on how I did this if you're interested)
Book 2
4. The PCs will really need to like and link up with one of the expeditions/factions. If they don't, be ready to create a faction they WILL like and link up with someone else. (Example: Say you have a follower of Sarenrae. He goes to the church and asks if they can fund an expedition. Response: "Well we don't really have the funds or logistics to do that. But we do have several followers that are friendly with the Pathfinders. We'll send a small delegation with the Pathfinder expedition.")
5. Consider having Nkechi (and later Athyra) travel with the main expedition and NOT with the PCs as trailblazers. If you have a capable table already (or a large one) having additional NPCs travel with the party really isn’t a requirement and can slow things down/take attention away from the PCs. Have the native porters' spiritual leader was killed in the warehouse fire. The faction leader said they wouldn't be able to set out because the natives thought their expedition was cursed. So the PCs needed to have Nkechi come along to serve as a spiritual leader for all the porters. Worked much better, kept him in the background once the race began (he traveled with the main caravan) and he wasn't slowing down my already large table. Also makes Nkechi kind of the spokesman for the native manual laborers working for the faction expedition. Gave the PCs a "go to" man if they needed some manpower help with something (repairing a bridge to the central island, clearing an area to move the camp, etc) Same with Athyra once she joined. She gave the PCs some pointers on what was ahead in the M'Neri plains then she and Jagi dropped back to guide the main expedition.
6. For the spirit quest, have cards done out beforehand for the PCs in their animal totem form. Moves, attack forms, etc. Consider adding a “mini-quest” that the PCs can do in their animal forms if they appear to like this. Ruins on the Dream Plane that they have to get through before reaching the Dream Serpent.
7. ROLL RANDOM ENCOUNTERS OUT FOR THE JOURNEY BEFOREHAND. I can’t stress this enough and others have said it. That timeline you started on the island to track diseases? Keep using it to track the party's journey and encounters. (I just printed out one of the several available Calendars of Golarion and wrote notes on the days. Worked fine.)
8. Consider having the PC’s expedition start in the middle of the pack. Track where the other expeditions are and have them run into other trailblazers/expeditions as they catch up or fall behind. Make it feel more like a race.
9. Building off 8 above, consider adding in other encounters where the PCs can make up time or slow down the other expeditions to reach Tazion first. I did this and my PCs LOVED it. Said it was the high point of Book 2 and really kept the pressure on and made it feel like a race. (Some examples my PCs used: Sending herds of triceratops stampeding at them. The witch could speak with animals so he had a pride of lions harassing pack animals on the M'Neri plains. They hired thugs of their own in Kalabuto to harass the other groups. Adding in more encounters with locals like Zenj tribesmen or even Bas'O nomads that could show their expedition shortcuts, Setting some creative traps. etc.) (I have a full write up of the encounters I used if you're interested)
10. Starting in Book 2 and all through Book 3, remember the environment of the jungle. Want to explore into the afternoon/evening or early morning? Chances are the jungle is shrouded in a thick mist from the nearly daily rain. This is going to hurt their ranged characters (who can't see far) and greatly increase the likelihood they'll wander into an ambush. Even charging becomes a pain if you can't see what's lurking ahead of you in the thick, jungle mist. Make sure to enforce max encounter distances. Very few places are going to allow them to rain death at the enemy from a distance through the thick trees. Base encounter distance to even get a PER check in dense woods is 2d6x10 feet, if I remember correctly. Remember the increased PER penalties when in the jungle. There's a much better chance of (again) stumbling into an ambush if they can't hear the enemy waiting for them over the noises of all the jungle birds and screeching monkeys. Finally remember to apply the modifiers for the frequent rain. It makes PER checks even more difficult (additional -4 I think) and affects ranged firing like severe winds: additional -4 to hit.
These are going to be especially important through the valley of Saventh-Yhi in Book 3 as well.
11. If you’re using Yarzoth as the BBEG, have Isillar’s notes mention how she came through Tazion on her way to Saventh-Yhi (and possibly how she was raised by the Coil). This lets the PCs be engaged in a race for Saventh-Yhi and a chase for their old nemesis (and also keeps the danger/mystery of the serpentfolk in the adventure)
Book 3
12. Consider adjusting the discovery point system. Instead of requiring 120 points to claim the city, consider 15 pts in each district. This will force the party to scout around and move their camp. (I have a summary of the exploration changes as well.)
13. Have the different mysteries that can be found printed out beforehand on slips of paper to give out. Either pick which mysteries to give out or have a chart to roll on. (I have these done up if you're interested at all)
14. Make some minor changes to make sure the PCs know they're the first ones to find the lost city. A) Move the ghost at area C to outside the valley. Have his diary ranting about how he knows how close he is to the lost city. B) Change the bodies found in Vaults D and F to serpentfolk bodies or locals tribesmen (trogs, boggards, etc). C) Stress that Juliver and Cline came into Ilmurea through the Darklands. They did NOT find Saventh-Yhi. You don't want the PCs to feel even kinda cheated out of being the first ones to the lost city.
15. STRONGLY consider allying other factions with residents of the districts. This will make the race to claim the city a bit more tied into the city itself. Make the city feel DYNAMIC. You have 5 factions and 6 dominant tribes. Really think about who's allying with who, who exploring where and who's attacking who. (Example: If the Pathfinders set up camp next to the Military district, is Olujimi just going to watch them? Is he going to send envoys up there to demand his tribute for an alliance? Is he going to send a chaou-ki warband up there to try and drive them out? Is the Consortium going to approach the charou-ki and try to buy them off and get them to attack the Pathfinders while maybe supplying them masterwork weapons?) Have the other factions moving camps. Have the other city districts launching attacks at the other camps. Let the PCs know that the city is alive. Allow them to ally and interact with the other factions and tribal districts. Each day you have a lot of choices. Think of it more as various powers striving for control of the city instead of just a hackfest. Don't let them fall into the mindset of "we have to kill everything in the city." That will get boring super fast.
Bottom line: avoid City of Seven Spears feeling static. Be dynamic. Really flex your creative muscles and think about what each side is going to do and give the PCs a rundown on what they've seen happening around the rest of the city each day. Then let them decide where they want to focus their efforts on. Really have fun with it!
16. The timeline? Yup, keep running with it. Use it to track daily encounters for the camps (so you know what camps have to make defense rolls when) and to track discovery points for the various camps. This saves SO much time at the table. Also lets you know what camp is exploring what district so the PCs have a chance to run into/stop them if they want.
17. Consider having them find signs of Yarzoth’s interaction with the natives of the city. Being praised as an arriving savior by the degenerate serpentfolk, spotted sneaking towards the First Vault by the Tribe of the Radiant Serpent, etc. The serpentfolk are supposed to be THE bad guys of this AP and its important that you keep throwing little tidbits that they’re up to something big… even if the PCs don’t know WHAT yet.
Book 4
18. Be ready to run this book during the end of Book 3. If the PCs stumble on a Vault during their exploration of the city, let them find it! Just maybe give them a heads up that they MIGHT not be tough enough to explore it yet. This makes finding the mural/locations of the vaults more interesting if they’ve stumbled on one or two already.
19. Don’t be afraid to start this book while the camps are still racing to finish their discovery points and claim the city. Makes it more interesting if the PCs are exploring the vaults and their camps still have something to do (mapping out and cataloging the ruins).
20. Strongly encourage your PCs to build up Prestige Awards with factions here. There’re a lot of insanity checks and having Restorations available from a faction for 2 CPA was a HUGE help for my PCs.
21. Consider having the Gorilla King show up as an additional faction at the end of Book 3/beginning of Book 4. He sets up a huge (three times the size) camp and begins trying to beat the PCs at their own game by racing through the city collecting discovery points. Make him into a real menace that the PCs fear, watching over the ruined city. Only when the PCs are on the verge of claiming the city will he agree to meet with them and launch into the King events. The Gorilla King is one of *the* premiere characters in the Mwangi and should be played up as such. His approach, arrival and (possibly) encampment should be played up to instill sheer terror.
22. Playing off 21 above, consider not letting the PCs fight the Gorilla King. Someone else brought up the GREAT idea (that I used and it went beautiful) that the King sends his eldest son to fight the PCs to the death at the feast. His son has aspirations for the throne and the King uses this as an excuse to get him out of the way. This lets you play up the King as conniving and smart and lets you keep him “above the fray” and maintain him as a semi-legendary figure in the Mwangi.
Book 5
23. I had the ranger/guide make a survival roll to point out that if they could clear out the morlock/old Azlanti garrison portion of Ilmurea, it would make a suitable base camp. This would free up spell slots so they didn't have to teleport back and forth to the surface. This led them to clearing out the cloaker gate and the elementals.
24. While talking to Udarra, I made sure to mention that the urdefhan were very violent and most likely only willing to talk to someone in a position of strength. This led to the PCs assaulting the aerie and probably several other strongholds before walking in and saying "We're the ones who are kicking your butt. Take us to your leader."
25. My players have been big on Prestige Awards and moving up in their factions. The PA suggestions from the adventure didn't really reflect the goals of all the factions, so I modified them some to push for more exploration through Ilmurea. (EXAMPLE: After reporting on the broken stairs in the cloaker gate, the Pathfinders wanted to find an intact gate down to Orv. This will be worth extra PA and will (hopefully) divert them a bit between the urdefhan and Thousand Fangs.)
26. For Thousand Fangs, consider making a quick "cheat sheet" for the fortress with room numbers, occupants present (normal), and occupants present (alerted). It took a long time to flip through the book checking each of the nearby rooms to see who was where when the snake-men sent out a telepathic alarm. I think a table will be much easier. Just my finding.
27. Once PCs finally enter the Thousand Fangs fortress, remember the 100 ft range telepathy of the serpentfolk. If the PCs hit one chamber, they might be "chain pulling" a few rooms depending on how close they are.
28. As written, the fortress has an infinite number of guards. Whether on alert or not -by the book- there's a 30% chance of any barracks containing 2d4 serpentfolk. Consider that once the fortress is on alert, reduce the barracks serpentfolk to 1d4 and instead add a couple other guardposts through the main coil/corridor. Replacement guards at the tail watching the gate, guards manning the murderholes above the main gate and guards watching the broken section. I also put the other guardposts on "alert." They keep the doors open and have pairs of sentries watching the closest main approaches. But due to the "infinite" number of potential guards, I've also decided that when (if?) the PCs kill Sskhavo, the fortress commander, the remaining serpentfolk will essentially abandon Thousand Fangs and fall back to the Sanctum of Ydersius (area R in Ilmurea). This is where they make their stand in Book 6.
Book 6
29. The only major change I made was with the disconnected feel of the Hunter's Maze. It just didn't seem to fit so I decided that, while fleeing from serpentfolk forces, Valgaunt and his urdefhan troops had found a portal called the Eye of Savith. This was a portal that morlock legend said allowed Savith to watch over her ancient enemies the snake-men in Thousand Fangs. In reality it was a route into the upper levels of Savith's Crypt in Saventh-Yhi, a sight where Azlanti warriors would come to pay their respects to the legendary warrior and also served as a training ground for them. The urdefhan were trapped here and it allowed me to reflavor the Hunter's Maze as a winding Azlanti crpyt/training area but keep the encounters as is. Just how I did it.
30. Oh I did also include Yarzoth in the final fight for some closure. I bumped her up to a CR14 cleric 8/mythic tier 4 and had her be the focus of the ritual to raise Ydersius.

This is a summary/adjustments that I had written up for the Exploration rules:

Spoiler:

Exploration: I made a few changes (based on other excellent comments from the boards here) but mostly just wrote down a simpler "flowchart" that I could follow:

- Each District has 15 Discovery Points that can be found. This largely represents surveying and mapping out the lost city of Saventh-Yhi.

- As the PCs are moving through the district "securing it" (eg. taking out the strong points under "victory conditions") the rest of the faction researchers are mapping out the edges of the district. This is the daily Exploration roll. (It's been my experience this usually takes them up to 8 to 10 Discovery points until a district is secure)

- Once area secure, xp awarded to PCs, camp gets its +1 to each stat bonus.

- Once secure, it's now safe enough for the researchers to move in and (instead of a discovery roll) get to automatically get a mystery for the day. Each mystery is also worth 1 Discovery point (and xp!) so this should be the goal of the party as well (unless they want to try for the roll and the chance of getting multiple Discovery points instead of mysteries. But that's their choice).

- Once the researchers move in, the party can spend the day assisting them (making the knowledge roll for an additional mystery). OR the party can move on to securing the next district (start hitting the next set of strong points).

- Depending how you're handling mysteries, consider setting a max of 8 to 10 in a district. I have them on slips of paper and hand them out and think I had about 40 (combined some and added some more foreshadowing for books 4-6)

- Allying with a district: if the PCs move in and ally with a district, it's now secure. Woot! Camp bonuses and xp awarded! Can immediately start searching for mysteries (since again, each mystery is worth a discovery point as well). Allying with a district is the fastest way to explore it since you are assured of one a day (as a mystery) from the researchers and (if you have a knowledge guy in the group) a second mystery from the PCs efforts

Here’s some of what I used/added in Book 2 to make the race feel like a race:

Spoiler:

What I personally did was take the arrival times and back them all up the 54 days of travel time to get their assumed start times. Then assumed the PCs started a couple days ahead of them. Then backed things up a week (because that's how long it takes to get the expedition together). This gives you a good timeline.
Then -because I wanted it to be more of a race- I delayed the PCs start time by 1 day for every square destroyed in the warehouse fire. They ended up losing 5 days and starting in the middle of the pack.
Now this would have made it IMPOSSIBLE as written to arrive first (and that's just cheap and unfair) so I added in a few more opportunities to make up time.
- At Fzumi Salt Mines (area C) they can shave off a day as written in the book
- At the roadside camp at (area D) I had another set of thugs try to sneak in and poison the party’s horses at night. They found out that they’d been hired by the Aspis scouts that had come thru before. They hired the thugs themselves to poison the scouts behind them and get an extra day lead.
- In Kalabuto (area I), the party hired agents of their own to sabotage the caravans behind them to extend their lead by another day.
- At the Lake of Vanishing Armies (area L) the local fishermen were being harassed by the Spawn in the lake. If the PCs took out the Spawn in the lake, the natives would take the expedition up river by barge to the edge of Mzali territory thus cutting off another day.
- At the tomb (area P) I had some local natives show up soon after the battle. My PCs were careful to reconsecrate the grave site and turned over Amghawe's spear to the natives. As thanks, they showed the PC's expedition a shortcut through the jungle cutting off several bends in the river they were following and shorting the trip an additional day.
- In the jungle, I had another encounter with (I believe) Bas’O nomads. This was a purely roleplaying encounter and the locals showed them another shortcut if made friendly.
- Along the way they had several random encounters with animals. They used Speak with Animal to make them friendly and sent them ahead to attack the expeditions ahead of them. I slowed the other expeditions down a day per significant attack.
- After taking out the Mzali raiders (area M) they made an agreement with one of the survivors to have his people attack the other expeditions coming through slowing them down.
- At one point they also caught up with Ishirou and the Consortium trailblazers. They took him out in an ambush and I had that slow the Consortium down a day as they had to send more trailblazers ahead.
After all that, they ended up arriving on the same day as the Red Mantis trailblazers. I gave them credit for arriving first (since it was really a tie) and made the prisoners at V4 the Red Mantis scouts.
Overall my players said it really felt like a race with the pressure being on and they played smart to make up time whenever they could.

And here's kind of a run-down of how things started with my group to give some ways of being really dynamic in Book 3. Obviously, this is just how it went with my group:

Spoiler:

- Group arrives guiding the Government faction. Have become more and more dissatisfied with the racism of General Havelar (they all play native Mwangi).
- During the night, a patrol of Sargavan soldiers is killed by the charou-ki in the nearby Military district. General Havelar vows revenge and launches a genocidal campaign to wipe them out!
- Last straw for the PCs. They leave to join another faction. My pirate PC and Pathfinder PC argue over which faction to join. With several good diplomacy rolls and great role playing, they get Kassata and Amivour to join forces forming a joint Pirate/Pathfinder camp.
- PCs set out to secure the Merchant district. Have several run-ins with Ishirou who is also exploring the district for the Consortium. Hostilities avoided… for now.
- The Government starts waging war against the charou-ki slowly forcing their way into the Military district
- Red Mantis remains unseen (they’re quietly scouting out the Artisan and Farming districts to the south)
- PCs finish securing and exploring the Merchant district and decide to set their porters to repairing the bridges to the central islands (Government district)
- One PC (secretly working for the Consortium) tells the Aspis that the Merchant district is secure. The Consortium moves camp into the secured ruins and begin exploring quickly trying to catch up to the PCs
- PCs reach the central island and run afoul of the rakshasa (from previous post: he’s sulking because Yarzoth turns all of his followers against him). PCs get curb stomped and run away, vowing to take care of him later.
- Consortium finishes Merchant district and moves around to the south. Run into the boggards and arrange an alliance with them. Consortium moves camp into Farming district
-PCs continue securing Government district inflicting horrendous losses on the serpentfolk. Finally district secure (with almost half of the snake-men dead)
-Government forces occupy Military district pushing charou-ki back to their two strong points (Spear plaza and plateau fortress). They finish off their discovery points here.
-PCs finish exploring Government district. Rakshasa makes several appearances at PCs camp attempting to charm members of their party and faction but is driven off each time (good saves and good preparations by my PCs). Remaining serpentfolk hide in several outlying buildings and flee in fear from the PCs having been thoroughly beaten down.
-PCs hear about Yarzoth from serpentfolk survivors and set out around to the south side for this “human land” the serpentfolk hated. Met the Tribe of the Sacred Serpent and allied with them (securing the Artisan district and moving their base camp down there)
-Red Mantis moves camp further south and runs afoul of the aboleth. Several assassins dominated as the aboleth tries to figure out what to do about these newcomers.
- Now that the PCs have left, rakshasa sees an opening. Regains the trust of the serpentfolk (“See? Your serpent god is weak! He did nothing to protect you from the humans!”)
-Government slowly starts exploring the Residential district, keeping an eye on the charou-ki to their rear.
- PC Aspis agent tells the Consortium that the central islands are secure. Aspis camp starts making rafts on the shore of the Farming district to explore the central islands. Much hilarity ensues as the PCs repeated sabotage them (including “kiting” the mokele-mbembe and sending it rampaging through the Aspis camp)
-PCs finally discover the Mantis camp. Chivane assures them she’s just looking for the temple. They share information (but secretly hope to find it first to use as leverage against the Mantis and to free Sasha who’s essentially being held as a hostage)
-Aboleth sees an opening and sends his dominated Mantis assassins against the PCs camp trying to break up this new semi-alliance.
-On the far side of the lake, the rakshasa kills General Havelar and impersonates him. Moves the Government camp onto the central island in a “surprise” alliance with the serpentfolk. Jask and Nkechi (who were left behind to keep an eye on things at the Government camp) are captured for causing “trouble” and disappear to become play things back in the rakshasa’s den (and to hopefully be rescued by the PCs later)
-PCs set out into the Temple district to look for the Mantis God temple as their camp races to finish up discovery points in the Artisan district
-Aspis camp reaches the Government district and arranges for a no-hostility agreement with the rakshasa.
-The rakshasa eyes the PCs camp among the Tribe of the Sacred Serpent and plots to send a serpentfolk and Government force to wipe out their camp.

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Full disclosure: this was the first AP I ran. I poured my soul into it to make it great and it's my favorite AP for that reason. I also had a fantastic table of players that were very involved and invested.

Now, to answer your question: Where did it go wrong?
Short answer: lots of places. Nearly everywhere.

Book 1: ... except here. This one is nearly a perfect adventure and is still at the top of many peoples' "best start to an AP" list. I've ran it as a standalone and it's great.

Book 2: Needs to be a race to the ruins and fails to feel like a race in almost any way. As written, this is a series of static wilderness encounters.

Book 3: Needs to be an exploration of a lost city and is woefully underdeveloped all around.

Book 4: Is a series of mini dungeons in a woefully underdeveloped lost city.

Book 5: Features a shift to an enemy that comes out of almost nowhere and was not telegraphed to the players very well.

Book 6: An AP advertised as finding and exploring a lost city ends with... two big dungeons. It's... fine.

Just my opinion of course. Cheers!

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As a player, the most fun that really stands out for me in a dungeon was probably "The Crow" from Shards of Sin book 1.
-It was an interesting location (a bridge pylon? That's certainly unique).
-It had multiple ways up and down and through the dungeon.
-A decent number of quests and side quests.
-And interesting and interconnected encounters.
We just had a blast trying to navigate and clear that dungeon.

As a DM... I'll have to put some thought into which dungeons I've had the most fun running.

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Wrath of the Righteous

After 43 sessions, we finished running my non-mythic Wrath game.
If I get time, I'll make a "lessons learned" thread about changes I made. But first I've got to finish the players' guide for my next game: Age of Worms, PF1 version.

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Gallade wrote:

I am the author of the 7-part review of the two books of Throne of Night and the one currently attempting to write up a detailed "fixed" version of the adventure. As of the time of writing this, I have posted on Reddit fixes on Book 1, mainly adding a mockup army combat system to better represent the PCs fighting to take over two cities. On the Google Drive document, besides all of the material I wrote up so far, I also have a draft ready for most of Book 2.

This is a commenter's link to that document in case anyone wants to either look at it early or leave suggestions on how to improve it. Holiday season is pretty busy for me, so I'm filling it out mostly in what spare time I can find. As I said at the end of the book 1 posts, I will publish parts 6 and onwards either during or after the Xmas period.

Thank you all for your attention.

Hey! Just wanted to say that I haven't gotten to fully read through all your new stuff (e.g. Part 9 and beyond) but what I flipped through looks really cool. Thanks so much for taking a stab at continuing this campaign! Much appreciated!

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I've run solo player games before, and I'd also recommend using Hero Points. They go a long way towards solving a single bad save roll vs a "save or die" or even "save or suck" spell ending the entire campaign.
Just my 2 cp.

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Well, Nurah is looking to

spoiler:
join the Crusaders to sabotage them.
, so if she recognizes the PCs as being on the run from the Queen, maybe Nurah tries to recruit them? Have her waiting at Valas' Gift or Vilareth Ford, discussing upcoming business with Umestil, the tiefling commander. With her excellent Perception, she might spot the PCs approaching and you could have a fun RP encounter for them. I'm assuming they'll turn down her offer to join but... who knows? Maybe they become Double Agents working against Staunton Vhane as they approach Drezen?

Just some thoughts. Best of luck!!

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I'll add that all of the Dungeon era APs (Shackled City, Age of Worms and Savage Tide) were all 12-part APs. Now, since they were about 1/3 of a dungeon magazine, I'm not sure how they'd compare to the size today. I've never known anyone to do a full page count or anything comparing pages of adventure in a PF AP vs a Dungeon AP.
I will say that of those, I've done AoW and ST and both of those at least *felt* longer than the APs of today. Could be because they both went to 20th level in the 3.5 days. *shrug*

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Fantastic! All very good advice, thank you very much! And I absolutely agree. The ease of swapping from 3.5 to PF1 is great.

We play all of our group's APs and adventures in one common Golarion/timeline, so internal consistency is somewhat important. Thus I was hesitant to just drop mindflayers into the world but your idea to swap him out for an aboleth is great. That will work just fine.

Thank you again!

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Short answer: Yes I used Yarzoth as one of the big bads.

Longer answer:

spoiler:
In my game, Yarzoth died in Book 1. But! Her body was recovered and she was raised by the Coil (the organization from book 6). She really needs to survive Book 1 to better draw the PCs into Saventh-Yhi (and into Ilmurea below). Essentially, have the PCs encounter some of the degenerate serpentfolk from the Government district soon after arriving (a patrol maybe). Have them ranting about the return of the "chosen one" who will bring about the "Golden Age of the Serpent". If the PCs inquire further (prisoner maybe?) the degenerates can tell of Yarzoth's arrival, how she turned them against their false god (the rakshasa) back to the true path of the Father of Serpents. Then she headed towards the south end of the valley (the Vault with the portal to Ilmurea). Have them describe her distinctive scale pattern so the PCs can recognize her as Ieana/Yarzoth from the Shiv.
NOTE: if Yarzoth is already dead, have the PCs find a location where she was attacked and a few pages were torn from her journal (it's already established that she keeps meticulous notes from her time on Smuggler's Shiv). There they can find that she was Raised by members of something called The Coil (agents sent by Ilmurea so she can assist in the ritual).

I also made some changes to Issilar as well:

spoiler:
In my game, I established (and gave VERY vague hints in the Eleder Colonial Archives for the PCs to tip them off early) that the serpentfolk had a prophesy that a Chosen One would return to restore the head of the Father of Snakes.
In preperation for this, every few generations the degenerate serpentfolk produced a pureblood that was sent to Tazion to serve as the Watcher. He was charged with protecting the Pillars and to send the Chosen One to Saventh-Yhi when they returned. (I wasn't happy with the idea of Issilar being an exile. That just never sat right with me)
So in my scenario, Issilar knows how to operate the Pillars and has given one of the gems to his charou-ki allies/worshippers for safekeeping (he also hid another one in the Temple of Snakes so he only has two. Wanted to make sure the PCs fully explored Tazion.) When Yarzoth arrives, Issilar was going to escort her to Saventh-Yhi but she tells him of the PCs hot on her tail (heh. pun intended), thus the only reason the Watcher is still in Tazion... to destroy the PCs.
Issilar records his joyous meeting with the Chosen One in his journal (for the PCs to find after his defeat and to keep them on the trail. Also had to add where the Chosen One told Issilar how something called "The Coil" had found her body and raised her... the PCs originally killed Ieana in my game but left her body behind.)
So in Saventh-Yhi, Yarzoth finds that since Issilar has left, the serpentfolk turned to worshipping the newly arrived rakshasa. She returns the degenerates to the worship of Ydersius and they turn on Akarundo driving him back into exile in his "pleasure den" where he sulks now.
Yarzoth has been receiving visions of the subterranean city Ilmurea and assumes it's below Saventh-Yhi (something the degenerates know nothing about) so she travels to the Artisan district (assuming the humans there were left to guard it since it was the human Azlanti that drove them from the surface), finds the portal and uses it to return to Ilmurea.
It's actually her return and the celebration that follows that gives the opening for Juniver to escape (destroying the portal on her way back through).
I've added a couple chambers to the rear of the First Vault where Sozothala dwells, an undead exile from Ilmurea below. Several destroyed undead were added to indicate where Yarzoth had to carve her way through the crazed undead necromancer's forces to reach the portal and Ilmurea. This was actually what woke Sozothala up so he was ready to give chase to Juniver when she comes through (and leads to her capture and the Night of Hissing Death event)
So when the PCs arrive in Saventh-Yhi, they find the degenerates they capture ranting about the "Return of the Chosen One destined to bring about the Golden Age of the Serpent!" and can continue following Yarzoth's trail (and help to link the adventures together a little more and keep the serpentfolk -the main badguys- more prominent in the early adventures).

As for Vyr-Azul:

spoiler:

I did keep Vyr-Azul as the high priest (and big bad) at the end of Book 6, but I added Yarzoth in the final encounter. I bumped her up a bit obviously and added some mythic power to her, but mostly she was just a focus for Vyr-Azul to perform the ritual to rase Ydersius and return the serpentfolk to their glory.

I do like giving more clues about Vyr-Azul! I should have done that too. The intellect devourer seems like a very good spot for that.

The idea to have them ally with the serpentfolk in Book 3 is an interesting one. The serpentfolk are pretty darn evil, so a betrayal seems fairly inevitable LOL. But it would certainly give another good RP opportunity in Saventh-Yhi for sure!

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Ah Serpent's Skull. My favorite adventure path I've run thus far but also the one I've put the most work into. I tried to compile all the changes I made but -warning!- it's quite a list. Please feel free to use or ignore any of the below.

Spoiler for length.

AP Changes:
Book 1
0. Before the adventure, while doing character introductions or something, ask the PCs which animal best describes them. This lets you set up the Dream Quest in Book 2 a little earlier.
1. As others have said, use the diseases carefully. Consider having a timeline built out ahead of time and rolling for which player catches a disease when. This saves you from rolling the 5-15% chance for EVERY player at the table. You know that on Day 6, Nimblefingers has to save against Filth Fever (or whatever).
2. Make the other castaways likeable. Even if they like to hate them, they’re going to be almost the only NPC interaction for the whole first book. Plus if the PCs like the other castaways, it makes pulling them into Book 2 much, much easier.
3. A number of people have pointed out the value of keeping Yarzoth alive as the BBEG of the path. If she’s killed, try to ensure that her body is in some state to be Raised/Resurrected by Agents of the Coil so she can show up later. (I can do a full write up on how I did this if you're interested)
Book 2
4. The PCs will really need to like and link up with one of the expeditions/factions. If they don't, be ready to create a faction they WILL like and link up with someone else. (Example: Say you have a follower of Sarenrae. He goes to the church and asks if they can fund an expedition. Response: "Well we don't really have the funds or logistics to do that. But we do have several followers that are friendly with the Pathfinders. We'll send a small delegation with the Pathfinder expedition.")
5. Consider having Nkechi (and later Athyra) travel with the main expedition and NOT with the PCs as trailblazers. If you have a capable table already (or a large one) having additional NPCs travel with the party really isn’t a requirement and can slow things down/take attention away from the PCs. Have the native porters' spiritual leader was killed in the warehouse fire. The faction leader said they wouldn't be able to set out because the natives thought their expedition was cursed. So the PCs needed to have Nkechi come along to serve as a spiritual leader for all the porters. Worked much better, kept him in the background once the race began (he traveled with the main caravan) and he wasn't slowing down my already large table. Also makes Nkechi kind of the spokesman for the native manual laborers working for the faction expedition. Gave the PCs a "go to" man if they needed some manpower help with something (repairing a bridge to the central island, clearing an area to move the camp, etc) Same with Athyra once she joined. She gave the PCs some pointers on what was ahead in the M'Neri plains then she and Jagi dropped back to guide the main expedition.
6. For the spirit quest, have cards done out beforehand for the PCs in their animal totem form. Moves, attack forms, etc. Consider adding a “mini-quest” that the PCs can do in their animal forms if they appear to like this. Ruins on the Dream Plane that they have to get through before reaching the Dream Serpent.
7. ROLL RANDOM ENCOUNTERS OUT FOR THE JOURNEY BEFOREHAND. I can’t stress this enough and others have said it. That timeline you started on the island to track diseases? Keep using it to track the party's journey and encounters. (I just printed out one of the several available Calendars of Golarion and wrote notes on the days. Worked fine.)
8. Consider having the PC’s expedition start in the middle of the pack. Track where the other expeditions are and have them run into other trailblazers/expeditions as they catch up or fall behind. Make it feel more like a race.
9. Building off 7 above, consider adding in other encounters where the PCs can make up time or slow down the other expeditions to reach Tazion first. I did this and my PCs LOVED it. Said it was the high point of Book 2 and really kept the pressure on and made it feel like a race. (Some examples my PCs used: Sending herds of triceratops stampeding at them. The witch could speak with animals so he had a pride of lions harassing pack animals on the M'Neri plains. They hired thugs of their own in Kalabuto to harass the other groups. Adding in more encounters with locals like Zenj tribesmen or even Bas'O nomads that could show their expedition shortcuts, Setting some creative traps. etc.) (I have a full write up of the encounters I used if you're interested)
10. Starting in Book 2 and all through Book 3, remember the environment of the jungle. Want to explore into the afternoon/evening or early morning? Chances are the jungle is shrouded in a thick mist from the nearly daily rain. This is going to hurt their ranged characters (who can't see far) and greatly increase the likelihood they'll wander into an ambush. Even charging becomes a pain if you can't see what's lurking ahead of you in the thick, jungle mist. Make sure to enforce max encounter distances. Very few places are going to allow them to rain death at the enemy from a distance through the thick trees. Base encounter distance to even get a PER check in dense woods is 2d6x10 feet, if I remember correctly. Remember the increased PER penalties when in the jungle. There's a much better chance of (again) stumbling into an ambush if they can't hear the enemy waiting for them over the noises of all the jungle birds and screeching monkeys. Finally remember to apply the modifiers for the frequent rain. It makes PER checks even more difficult (additional -4 I think) and affects ranged firing like severe winds: additional -4 to hit.
These are going to be especially important through the valley of Saventh-Yhi in Book 3 as well.
11. If you’re using Yarzoth as the BBEG, have Isillar’s notes mention how she came through Tazion on her way to Saventh-Yhi (and possibly how she was raised by the Coil). This lets the PCs be engaged in a race for Saventh-Yhi and a chase for their old nemesis (and also keeps the danger/mystery of the serpentfolk in the adventure)
Book 3
12. Consider adjusting the discovery point system. Instead of requiring 120 points to claim the city, consider 15 pts in each district. This will force the party to scout around and move their camp. (I have a summary of the exploration changes as well.)
13. Have the different mysteries that can be found printed out beforehand on slips of paper to give out. Either pick which mysteries to give out or have a chart to roll on. (I have these done up if you're interested at all)
14. Make some minor changes to make sure the PCs know they're the first ones to find the lost city. A) Move the ghost at area C to outside the valley. Have his diary ranting about how he knows how close he is to the lost city. B) Change the bodies found in Vaults D and F to serpentfolk bodies or locals tribesmen (trogs, boggards, etc). C) Stress that Juliver and Cline came into Ilmurea through the Darklands. They did NOT find Saventh-Yhi. You don't want the PCs to feel even kinda cheated out of being the first ones to the lost city.
15. STRONGLY consider allying other factions with residents of the districts. This will make the race to claim the city a bit more tied into the city itself. Make the city feel DYNAMIC. You have 5 factions and 6 dominant tribes. Really think about who's allying with who, who exploring where and who's attacking who. (Example: If the Pathfinders set up camp next to the Military district, is Olujimi just going to watch them? Is he going to send envoys up there to demand his tribute for an alliance? Is he going to send a chaou-ki warband up there to try and drive them out? Is the Consortium going to approach the charou-ki and try to buy them off and get them to attack the Pathfinders while maybe supplying them masterwork weapons?) Have the other factions moving camps. Have the other city districts launching attacks at the other camps. Let the PCs know that the city is alive. Allow them to ally and interact with the other factions and tribal districts. Each day you have a lot of choices. Think of it more as various powers striving for control of the city instead of just a hackfest. Don't let them fall into the mindset of "we have to kill everything in the city." That will get boring super fast.
Bottom line: avoid City of Seven Spears feeling static. Be dynamic. Really flex your creative muscles and think about what each side is going to do and give the PCs a rundown on what they've seen happening around the rest of the city each day. Then let them decide where they want to focus their efforts on. Really have fun with it!
16. The timeline? Yup, keep running with it. Use it to track daily encounters for the camps (so you know what camps have to make defense rolls when) and to track discovery points for the various camps. This saves SO much time at the table. Also lets you know what camp is exploring what district so the PCs have a chance to run into/stop them if they want.
17. Consider having them find signs of Yarzoth’s interaction with the natives of the city. Being praised as an arriving savior by the degenerate serpentfolk, spotted sneaking towards the First Vault by the Tribe of the Radiant Serpent, etc. The serpentfolk are supposed to be THE bad guys of this AP and its important that you keep throwing little tidbits that they’re up to something big… even if the PCs don’t know WHAT yet.
Book 4
18. Be ready to run this book during the end of Book 3. If the PCs stumble on a Vault during their exploration of the city, let them find it! Just maybe give them a heads up that they MIGHT not be tough enough to explore it yet. This makes finding the mural/locations of the vaults more interesting if they’ve stumbled on one or two already.
19. Don’t be afraid to start this book while the camps are still racing to finish their discovery points and claim the city. Makes it more interesting if the PCs are exploring the vaults and their camps still have something to do (mapping out and cataloging the ruins).
20. Strongly encourage your PCs to build up Prestige Awards with factions here. There’re a lot of insanity checks and having Restorations available from a faction for 2 CPA was a HUGE help for my PCs.
21. Consider having the Gorilla King show up as an additional faction at the end of Book 3/beginning of Book 4. He sets up a huge (three times the size) camp and begins trying to beat the PCs at their own game by racing through the city collecting discovery points. Make him into a real menace that the PCs fear, watching over the ruined city. Only when the PCs are on the verge of claiming the city will he agree to meet with them and launch into the King events. The Gorilla King is one of *the* premiere characters in the Mwangi and should be played up as such. His approach, arrival and (possibly) encampment should be played up to instill sheer terror.
22. Playing off 17 above, consider not letting the PCs fight the Gorilla King. Someone else brought up the GREAT idea (that I used and it went beautiful) that the King sends his eldest son to fight the PCs to the death at the feast. His son has aspirations for the throne and the King uses this as an excuse to get him out of the way. This lets you play up the King as conniving and smart and lets you keep him “above the fray” and maintain him as a semi-legendary figure in the Mwangi.
Book 5
23. I had the ranger/guide make a survival roll to point out that if they could clear out the morlock/old Azlanti garrison portion of Ilmurea, it would make a suitable base camp. This would free up spell slots so they didn't have to teleport back and forth to the surface. This led them to clearing out the cloaker gate and the elementals.
24. While talking to Udarra, I made sure to mention that the urdefhan were very violent and most likely only willing to talk to someone in a position of strength. This led to the PCs assaulting the aerie and probably several other strongholds before walking in and saying "We're the ones who are kicking your butt. Take us to your leader."
25. My players have been big on Prestige Awards and moving up in their factions. The PA suggestions from the adventure didn't really reflect the goals of all the factions, so I modified them some to push for more exploration through Ilmurea. (EXAMPLE: After reporting on the broken stairs in the cloaker gate, the Pathfinders wanted to find an intact gate down to Orv. This will be worth extra PA and will (hopefully) divert them a bit between the urdefhan and Thousand Fangs.)
26. For Thousand Fangs, consider making a quick "cheat sheet" for the fortress with room numbers, occupants present (normal), and occupants present (alerted). It took a long time to flip through the book checking each of the nearby rooms to see who was where when the snake-men sent out a telepathic alarm. I think a table will be much easier. Just my finding.
27. Once PCs finally enter the Thousand Fangs fortress, remember the 100 ft range telepathy of the serpentfolk. If the PCs hit one chamber, they might be "chain pulling" a few rooms depending on how close they are.
28. As written, the fortress has an infinite number of guards. Whether on alert or not -by the book- there's a 30% chance of any barracks containing 2d4 serpentfolk. Consider that once the fortress is on alert, reduce the barracks serpentfolk to 1d4 and instead add a couple other guardposts through the main coil/corridor. Replacement guards at the tail watching the gate, guards manning the murderholes above the main gate and guards watching the broken section. I also put the other guardposts on "alert." They keep the doors open and have pairs of sentries watching the closest main approaches. But due to the "infinite" number of potential guards, I've also decided that when (if?) the PCs kill Sskhavo, the fortress commander, the remaining serpentfolk will essentially abandon Thousand Fangs and fall back to the Sanctum of Ydersius (area R in Ilmurea). This is where they make their stand in Book 6.
Book 6
29. The only major change I made was with the disconnected feel of the Hunter's Maze. It just didn't seem to fit so I decided that, while fleeing from serpentfolk forces, Valgaunt and his urdefhan troops had found a portal called the Eye of Savith. This was a portal that morlock legend said allowed Savith to watch over her ancient enemies the snake-men in Thousand Fangs. In reality it was a route into the upper levels of Savith's Crypt in Saventh-Yhi, a sight where Azlanti warriors would come to pay their respects to the legendary warrior and also served as a training ground for them. The urdefhan were trapped here and it allowed me to reflavor the Hunter's Maze as a winding Azlanti crpyt/training area but keep the encounters as is. Just how I did it.

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Playing in Ironfang Invasion.
DMing Wrath of the Righteous but it's on a break at the moment.

Have plans to play both Mummy's Mask and Return of the Runelords as well.

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Endzeitgeist wrote:

*shameless self-promotion*

Not sure if this is relevant, but for those who want to play a ToN style campaign in D&D 5e, I'd like to mention that I wrote a crunchy rules book about survival in the underworld, with a distinct eye towards hexcrawls in the realms below.

The Survivalist's Guide to Spelunking.

Some concepts in the book were things I had planned writing for ToN, but when Gary took the money and ran, I thought I'd never get to use them.

Fast forward a few years and here's a proper book, with prose by frickin' Doug Niles, bigger and better than anything I initially conceptualized.

I also kept the engines I introduce simple so that e.g. my momentum engine for combat can be translated to other systems...and yes, I've been running modifications of them in PF1 and PF2.

Thank you for your attention. *bows out*

I'll say that the digital version of this book just came out and it's fantastic. I'm still going through much of it, but on just a quick breeze through there's so much cool stuff to use in a heavily underground game.

If you get a chance to get your hands on it, you won't be disappointed at all! Highly recommend.

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I've recently started this AP using non-mythic PCs. Instead I'm using the great suggestion someone posted of an increasing and refreshing Hero Point pool that each PC has instead of mythic points and abilities.
Just the same, I'll be posting deaths that needed to be "Hero Point saved" as I still consider those pretty legitimate deaths...

Name: Luther
Race: Half-Elf (Shackles)
Class/Level: Cleric (Sarenrae) 7
Adventure: Sword of Valor
Location: Drezen Cemetery
Catalyst: Soltengrebbe (mythic chimera)
The Gory Details:

spoiler:
The group finished clearing out the haunted mausoleum and the cemetery when they triggered the Beast of Drezen's retaliation. The mythic chimera swooped down, breathing ice over the group and then landed to smash into the slayer with a mythic vital strike that nearly one-shotted him. Luther moved up to channel and bravely heal the group but unfortunately got a bit too close and managed to draw the chimera's attention as well. Soltengrebbe turned and full-attacked Luther hitting with both bites and popping a mythic point to trigger crushing jaws. Then both claws hit leaving the cleric very, very dead. Fortunately Luther had 2 Hero Points to spend to be luckily tossed aside before the last claw swing could decapitate him. A very tough but great fight all around!

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I always go with the less-popular "Serpent's Skull". I loved this AP because:
1) I had a fantastic, engaged group of players that were really interested in the game and expanding on it.
and
2) I put in a LOT of work to flesh out all the factions exploring the lost city, the exploration and the lost city itself.
Lots of work but totally worthwhile!

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Reading about ramifications of the adventure path on the world at large is one of my favorite parts of the entire AP. I would love it if you guys continued to do something similar. For those of us that play all of the APs in our own campaign worlds, it's fun when the backgrounds for the next set of characters are influenced by those of a previous AP. Just my 2 cp.

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Aww. I was super interested in the expanded content, further fleshed out NPCs and hardcover treatment.
But for 2nd ed? Not interested at all.

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Yakman wrote:
Battle of Blood March Hill - which is Book 1 of Giantslayer (not on your list) - all takes place in one town, but there's an investigation, intrigue, a tug of war, and a bunch of combat.

Oh I forgot how much fun Book 1 of Giantslayer was... mostly because the rest of the AP just wasn't great. But you're right, you could easily play book 1 as just an orc attack on the town and have a blast. I might have to do that soon...

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Yqatuba wrote:
How exactly would you stat a young character? Just give them the young template or something more complicated?

Young Characters

As for other campaigns...

I'm about to start a Wrath of the Righteous campaign where everyone starts as a young character - a squire or apprentice to a knight or hero -coming to Kenabres. Hero Points and Mythic Powers will help to balance out the shortcoming of starting young once they find they're among the few survivors of the initial attack.

My friend ran a Reign of Winter campaign with all young characters. He liked the idea of using kid PCs with the "fairy tale" background of the adventure. He just had a group of kids from Heldren out hunting in the forest when the winter portal erupted. They get lost in the blowing snow, find the Black Rider and go from there.

Serpent's Skull could be also run with young characters since you start shipwrecked on an island. Almost a bit of "Lord of the Flies" if you will (well... with cannibals and monsters of course...) They arrive back on the mainland with this knowledge of a lost city and different factions try to recruit them to join their expedition. That could be a fun one too.

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And looks like after "No Surrender", they'll be continuing with just a single "Avengers" title.
Just announced today.
They'll be sticking with the ONE title (instead of four) but they'll be having 18 issues per year instead of 12. New team line up looks pretty good too. Glad to see she-hulk (since her book was cancelled) and glad they're continuing to give Robbie Reyes a chance as Ghost Rider on the team.

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And not a huge surprise, but as of this morning Netflix has confirmed the Bright sequel. Guess they consider it enough of a success to move forward. Shrug.

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captain yesterday wrote:
What was the dancing hut doing?

Well the hut itself was being driven by a familiar with high UMD. It was pretty much guaranteed to snatch and crush one attacker each round (claw-grab-constict-almost dead) as the Cossacks were galloping around lancing and firing pistols at the PCs. It was pretty cool/cinematic with the hut kicking headless Cossacks and sending fiendish mounts smashing through the air. It was a fun fight.

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Name: Eirik "Ole' Mik" Olejnik
Race: Human
Classes/Levels: Paladin (Divine Hunter) 10 / Oracle (Life) 3
Adventure: Rasputin Must Die!
Location: Ambush at the Dancing Hut
Catalyst: Animated tanks are tough.
The Gory Details:

spoiler:
I have a very experienced group of players that have been doing very well with this AP. There's been a few (maybe 5 or 6) Breath of Lifes but this is my first death in the AP.

The group had made several surgical strikes into the Akuvskaya Prison Camp and had located and retrieved Viktor Miloslav's body and soul. They were preparing to bring them back to the tombfairy Polina but wanted to return to the Dancing Hut to rest first (it had been a tough battle at the Cossack camp to get the soul from the Lantern Goat).

The group teleported back to the Hut but found an ambush waiting for them outside. After 3 days of launching attacks into the Prison Camp, Polkovnik (Colonel) Lavrenti's troops had located their base and were waiting for them. More mounted Cossacks and one of the animated tank patrols attacked as the group scrambled to get in the hut. Ole Mik never hesitated as he flew on the back of his white dragonkin companion Calissus to block the advance of the tanks in order to give the others time to rally. His plan worked and the animated tanks turned to the flying pair and opened fire on him. The barrage of cannon shells and Maxim machinegun fire proved particularly deadly and knocked the pair from the sky. Calissus crashed unconscious and her rider Ole Mik lay dead, pierced by automatic weapon fire.
Fortunately his sacrifice gave the others time to destroy Lavrenti's troops. Their Kellid priest soon Raised Ole Mik back to the living to continue the good fight.

A great group and fantastic adventure so far.

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We're nearing the end of Book 3 and have been doing a similar thing. We initially started with the "1 plunder = 10 tons" but that got very limiting very quickly (we use FaSBs ships as well). So we read again and the DM has quite a lot of leeway on size and weight of plunder. Lots of folks point out Plugg's initial chest of spices containing a point of plunder, for instance (that's one heavy chest if it's 10 tons!)

So our DM started using different levels of plunder as well.

Heavy - 10,000 lb / point
Moderate - 5,000 lb / point
Light - 1,000 lb / point
Valuables - 500 lb / point

It makes the book keeping a little more complex, but it's more interesting and varied.

We also use the Ultimate Campaign downtime system, so he also allows us to directly convert 1 point of Heavy plunder into 50 points of Goods for downtime activity. (1 plunder = about 1000 gp; 1 Goods = 20 gp; 1 plunder = 50 Goods)
This kind of makes sense if you think that Heavy plunder is going to be holds full of lumber, furniture or big crates/barrels of foodstuff. Shrug.
He's also told us that if/when we switch to UCamp Kingdom rules down the road, 1 Heavy plunder will directly convert to 1 Build Point.

Last note on plunder:
I'm not sure if others have been doing it this way, but for each point of plunder our party sells in town, we give one to the crew as payment. That means each day in port TWO points are removed from our hold... one sold and one given as payment.
This was after we looked at the shares numbers. Take a typical 8-4-1 arrangement (captain - officers - crew). A captain (8) and 5 PC officers (5x4=20) should get about the same plunder shares as 28 crewmembers.
This is how we've been doing it and we're only slightly behind the wealth by level curve (I also think this is more due to a 6-man table than giving out more plunder to crew). I believe the AP expects the lion's share of PC wealth to come from the party adventuring more so than pillaging ships.

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OK I'll join in to say I don't like the fiction in APs. I like the fiction, but that's why I buy the Pathfinder novels. I buy the APs for the adventure material.

BUT - as far as the new format goes - this is much closer to actual usable content for the adventure itself. I could see me using this as a backdrop/side adventure for the AP.

So bottom line: big improvement. I would actually stop to read this now that it could be directly used as a location in the AP.

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The only limitation in the entry was range, so I said nothing blocked it. Thousand Fangs is so big that 100 feet was enough of a limiting factor anyway. In practice it really only went 2-3 rooms or so (or the guards had to take time to "chain" telepathy to get ranges beyond that).

Anything that blocks SU abilities would also block telepathy. SUs are blocked by an antimagic field if the sender or receiver are within the field (as long as they are in range, you can still draw line of effect around it).

I didn't want to limit it too much because that was a large part of what made the serpentfolk so scary: their organization. It forced my PCs to learn to hit hard and fast and then move quickly to avoid counterattacks. Made for a fun assault (four assaults actually) through Thousand Fangs.

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Kajehase wrote:

There's a bit about the Five Kings Mountains in Guide to Darkmoon Vale, and Castles of the Inner Sea

"Dwarves of Golarion" also has some decent information on the Five Kings Mountains.

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1. Actually I seem to remember that in the module there's NO limit to the number of discovery points that can be found in a district. This led to a couple tables where players went into one district, secured/conquered it and just sat there earning their 120 points without moving.
That's why several others suggested 15-20 pts max in any one district. That forces the PCs to move around and explore for their camp more. I personally went with 15 myself. That was 15 in each of the seven districts (for 105 discovery points) and then 15 pts that could be accomplished anywhere (for final cross referencing and doubling checking some mapping errors, etc) for a total of 120 discovery points.

2. Despite what the overhead map might look like, the city has a lot of undergrowth. Think of it more as the picture on pg 58. So even though the Seven Spears are clearly visible, not a whole lot else is aside from some of the bigger buildings. Plus with the heat and humidity of the jungle, often there's going to be a thick jungle mist (especially early in the morning or towards evening).
Bottom line is you can feel free to tell the players they see as much or as little as you like. If you want them to spot shadowy shapes of charou-ki running through the streets in the jungle mist below... go for it! Or have most of the jungle natives stay inside during the hottest parts of the day and come out to hunt at night.
As far as audible noises, the city is probably VERY loud. Lots of jungle birds and monkeys. Remember this for Perception checks as well (-1 per 5 ft instead of 10 ft I believe... can't remember exactly)

Hope that helps some!

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Kalshane wrote:
Of course, the duel scene wouldn't have been nearly as funny without the pained groans and falling over repeatedly.

I actually thought had more to do with the fact Connor was hung over/still drunk when he went to the duel than the stabs from the rapier... shrug.

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Well first, good of you to recognize a potential problem spot for your players! I can tell you when I ran S'S, my players couldn't penetrate his DR either and had to run away. They didn't end up with anyone captured, but it did lead to some interesting developments (which I'll go into below).

But first, why only give the PCs one week to rescue any lost companion? I'd give them as much time as they need/want. Akarundo likes to inflict pain, but he also wants to be treated as a god by the degenerate serpentfolk on the island. So he leaves the captured prisoner in his pleasure den to occasionally come back to, but he also recognizes the value of a hostage. I don't think he'd be in any hurry to kill a prisoner that he may need to use in the future (now that he knows other strangers are in Saventh-Yhi).

As for HOW the PCs could free any missing companion, I'd just shift Akarundo's usual location. After defeating the PCs he's seen as even more powerful by the degenerates. Maybe they even make one of the abandoned buildings a temple to Akarundo where he spends more of his time with the adoring snake-men worshipping him. Akarundo couldn't resist that! He just leaves a few degenerate guards by his pleasure den where the prisoner is located. That would allow smart PCs to get their companion back.

Also note that with Akarundo's high social skills and ability to change appearance, he's the perfect foil to kill another faction leader and replace them. That's how I used him in my campaign (my PCs were with a joint Pathfinder/Pirate faction).
- The PCs clashed with Akarundo and had to run away.
- Akarundo, now aware of strangers in the city, spies on the government faction (who were near the island of the government district) and eventually kills General Havelar and replaces him.
- Jask (who was a friend of the PCs but still working with an opposing faction)is captured and locked away in the pleasure den for a future rescue operation by the PCs.
- The PCs get wind of something odd when the government faction moves onto the central island seemingly allied with the serpentfolk.
- Red Mantis spies had spotted Akarundo replacing General Havelar. They're willing to maybe share that information but first there's a matter of a missing sword they're looking for...
- etc etc

Just some rambling thoughts early in the morning.
Hope something in there helped!

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Ridge wrote:
I know this is a third party product, but for the dwarf explorers , I wonder where in Golarion on the surface would be a good place to start?

Sorry for the delay but wanted to finish reading the adventure and do some research from "Into the Darklands".

My thought was that the best place to start ToN was from Cheliax's Whisperwood. You've got the known entrances into the Darklands from the Scar Thicket there plus giant insects and vegepygmies for some low level encounters on the surface before jumping into the AP if you want. (ItD pg 6)

Then below the Whisperwood and Scar Thicket you have the Midnight Jungle. This looks to be pretty darn close to the Fungal Jungle in the ToN AP. You could either rename the Fungal Jungle to the Midnight Jungle or have the Fungal Jungle caverns be an off-shoot of the main Midnight Jungle caverns. (ItD pg 29)

Plus not too far from the Midnight Jungle you have the Endless Gulf. The Great Jumping Off Point could easily be a fissure off the main Endless Gulf (since the true Endless Gulf is miles across and drops all the way down to the Midnight Mountains in Orv. I'm guessing the PCs aren't going quite THAT far down next book...). This also allows some inclusion of interesting encounters with the Court of Ether between ToN books 1 & 2 if ya wanted. (ItD pg 25)

All of this is of course largely dependent on where it looks like Dammerhall fits in in later books and where the drow city of Taaryssia can be placed (or replaced with a similar Golarion equivalent.)

Hope that helps some!
-J

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Another thing you can do is automatically have one of them (or another of the castaways) make the Knowledge check to remember hearing that an old Chelaxian lighthouse was built on the southern end of the island. This lighthouse would be the best way to signal passing ships for them to be rescued. That should at least get them moving in that direction. From there, have them stumble on Ieana's camp (you can move it to wherever you need it really) and you could always have her (and the captain's) tracks easy to follow from there to the cannibal camp/lighthouse.

As Maplewood said above, just make it a bit more of a railroad for them.

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Tacticslion wrote:
long-staff sixpenny striker wrote:
Wrapping up "Souls" and getting ready for "Racing." I just re-read "Sargava: The Lost Colony." Was there a reason that the Ivory Cross, Gold Crown Shipping and Mining Company, and the Rivermen's Guild did not make it into "Serpent's Skull"?
None that I can figure.

Except maybe space in the book.

Those organizations are all big on the coast in Sargava, but if you look at RtR as a whole, you quickly leave Sargava and head out into the wilds of the M'Neri (sp?) Plains and the Mwangi Expanse. Probably didn't want to spend a whole lot of time bogged down in Sargava when the whole adventure had a loooong distance to cover.
Other than that... what Tacticslion said. Really no specific reason you couldn't include them.

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I think it would be very doable. In fact, you could actually make the connection between the two APs much stronger with just a few tweeks:

spoiler:
Imagine starting with S&S's then, whenever you want to switch campaigns (when the party goes to sleep for instance, as you suggested) the party awakens on a different pirate ship... the Jennivere. Yup, make the Jennivere a pirate ship carrying a passenger named Ieana. No other changes required for S'S book 1.
Then they get to Eleder, and the rest of the pirates and Captain Kassata arrive and they all become the pirate expedition. You just automatically make them as the Pirate Faction in book 2 and on. The rest of the AP you can run directly as is.

Now as is, I think S'S takes place around 4710/4711 and S&S takes place around 4712... only a couple years between them or so. You can certainly change this up if you want (and have S'S happen a full generation/20 years before S&S) so they can play their ancestors or you could really throw them for a loop...

spoiler:
Imagine if eventually the S'S party meets up with their S&S characters during the expedition. Maybe the other characters arrive at Saventh-Yhi with a resupply caravan. They'll probably be trying to figure out what the heck is going on... especially when they question them and find out they have a COMPLETELY different background than their actual S&S characters.
Then later on (in S'S book 5/beginning of book 6) their S&S characters disappear from the expedition. Have them captured by the serpentfolk down in Ilmurea and - for a REAL twist - at the end of S'S book 6 (as they're going through the Sanctum of Ydersius) have their S'S characters find out that while the serpentfolk are on the ropes, they reincarnated more agents of the Coil. Yup, the party finds out that their S&S characters are actually reincarnated serpentfolk that they've been playing in S&S. The background they thought they had for those characters was just a mental creation from the psychic backlash when Ydersius is killed in S'S, thus they don't even remember they were once serpentfolk.

Your call on whether your players would enjoy a twist like that and how they proceed with their S&S characters.
Oh, just thought of an interesting idea on how you could even tie it into the end of S&S...

spoiler:
When the S'S party finds out that their S&S characters are reincarnated serpentfolk, they also find out that one of the key captains/aides to the Hurricane King is also an agent of the Coil (your choice on exactly who). Once the snake-men realized they were going to be defeated in Ilmurea, they sent out agents to try to save their plan by infiltrating the nearby Shackles to secure a new power base there.
Now, do the S&S PCs decide to help this agent (by overthrowing the Hurricane King and starting a new serpentfolk friendly empire in the Shackles)? Or do they continue to enjoy their new "human" lives and take over the Shackles to live peacefully among the humans? Ydersius has been defeated after all.

Just kinda tossing out ideas but I could see concurrent campaigns being easily run together.

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I might be wrong, but I believe it's intended that the earnings you get are what's left AFTER you pay the staff and upkeep on your buildings. I think it's intended that upkeep, salaries, etc are paid first, THEN you get your earnings. Just my guess. Shrug

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I'd also highly recommend Fire Mountain Games.
Their "Way of the Wicked" adventure path was a great series for evil PCs.

And they just put out a preview of Book 1 of their new adventure path "Throne of Night", an underground exploration series. Looks like it's going to be great.

Just my 2 cp.

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Here's my suggestion if you want to flesh out the city more. Focus on the southern half of Ilmurea.

In part 1, the PCs did alot of exploring through the city in the far southern portion. The morlocks were all hiding in their homes with the civil war brewing between Udarra and the "Cline Followers" and those under Ixolan. They had a bit of time to poke around in the ruins while they followed their guide back to Udarra. Then they fully scouted out the ruins around the morlock area to make an underground "base camp".

In part 2, they did a little scouting through the ruins on their way to meet Izon. Mostly just enough so they could negotiate from a position of strength with the evil urdefhan. As soon as they beat up a couple patrols, they headed straight to a meeting with Izon.

I had planned on using all the additional location from the "Ilmurea" article in the lower (northern) city during part 3... but -like Nullpunkt said- the party never went down to that particular section of the city. Once Izon said "Cline is over in the giant snake palace" they made a beeline for Thousand Fangs. Especially since the northern section of the city was quite obviously in serpentfolk hands.

So I'd say if you want to flesh out the city more, focus more on the middle and southern portions. OR, if you really want the PCs to explore the northern portion, considering doing a couple things.
- Make sure the PCs are aware that the serpentfolk are ONLY concentrating around the Sanctum and the Serpent Gates. I think my party had the impression that the entire northern part of Ilmurea had awoken and was FILLED with snake-men.
- Consider giving the PCs some side quests to drive them into the northern part of Ilmurea. I tossed them some potential PA quests from their factions (locate a fully operational Serpent Gate down to Orv, find a magical sanctum strong in serpentfolk magic, etc) that will utilize the locations in the "Ilmurea" article.

Just some thoughts.

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I like Pathfinder fiction... and that's exactly why I buy and read the Pathfinder novels. In the APs? Not so much. Never once read any of the AP fiction. A waste of space in a publication I buy for adventures and the support articles to run the adventures.
But by the same token it doesn't bother me enough to not purchase an AP. So... eh. Whatever. Just my 2 cp.

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Laithornon's suggestion above is a great one.

Another one might be using the castaways. Have Jask say he's getting visions the ghostly Captain needs to be put to rest.
And even though the PCs can stomp the Captain in a fight, what about the other castaways? If their camp is near the coast, he could attack some evening and focus on the castaways instead of the PCs. Then they might demand the party take care of the ghost for good.

Just some suggestions. Shrug.

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Matrix Dragon wrote:
Ah, I was wondering why the Azlanti would have simply let all those Serpentfolk sleep down there. It does make me wonder why the remaining Serpentfolk eventually left though. Or maybe that is the group on the surface?

I don't think many of them left. I think most of the ones left went to sleep under Thousand Fangs. But where did the ones on the surface come from?

Here's what the timeline would look like from what I've been able to piece together...

spoiler:

1. Long, long ago the serpentfolk have a large city in Sverenagati
2. They start attacking the surface world taking chunks of land around Viperwall
3. They settle a second city/fortress under Garund where the Azlanti have less power. This is Ilmurea.
4. They begin taking over big chunks of land in Garund.
5. The Azlanti counterattack driving the snakes back underground in the north and in the south
6. Savith and her party face Ydersius and beheads him. Sends a psychic shockwave through all the purecastes and essentially shattering the organization of the serpentfolk empire.
7. Azlanti know that the snake-empire is done and fall back rather than try to finish off the entire serpentfolk population of Ilmurea. They collapse connecting tunnels out of Ilmurea as they withdraw (except the serpentgates leading down) leaving the surviving serpentfolk army below
8. Azlanti establish Saventh-Yhi to watch over the survivors they know they left below
9. Scattered serpentfolk survivors slink off into the corners of the Darklands or hole up to hibernate in Sverengati and Ilmurea.
10. Earthfall happens, Azlanti collapse, etc etc
11. An ambitious priest named Vyr-Azul returns to the slumbering city of Sverenagati (which is still connected to the Darklands. Wasn't cut off and forgotten like Ilmurea). He learns that his god may still exist in this other forgotten serpentfolk city.
12. He gathers up an army from the corners of the Darklands around Sverenagati and makes his way south to Garund and comes up through the Serpentgates into Ilmurea.
13. He finds the skull. Hopes to bring back Ydersius and awaken the slumbering purecastes below Ilmurea and Sverengati starting a new Golden Age of the Serpentfolk. Begin SS AP. etc etc

That does leave your question WHERE do the degenerate serpentfolk in the government district come from?
The best answer I can come up with is when the Azlanti attacked and drove the snakes back underground in the Mwangi and around Viperwall, they might have been a force of snake-men cut off and trapped on the surface. Then Ydersius is killed, Ilmurea is cut off and Saventh-Yhi is established. These serpentfolk now find themselves really stuck on the surface and over generation degenerate in the jungles of the Mwangi.
Earthfall happens, the Azlanti collapse and Saventh-Yhi is lost. The degenerates that have been trapped on the surface make their way back to Saventh-Yhi and find this nice abandoned city. That's my best guess.

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I have to agree with TerraNova. Though I do see the value in a plot map, I would hate to lose even a single page of the AP for what is essentially compiled information from the rest of the book.

Now that being said, I think this is a fantastic idea for a community-created resource. This is exactly the sort of thing that a DM with some time on his hands could make and post for others to use. Even just the start of the one you made for Tempest Rising is very good and all it would take is a "shout out" on the appropriate GM-Reference thread.
"Hey I'm having some trouble with the sequence of events here. Can anyone do a plot map like this one?"

Bottom Line: In the AP? No thank you. Community-created? Yes

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Once the city was claimed at the end of Book 4, I gave them an additional month before the valley was largely "pacified." This was were I stopped rolling for camp attacks from random encounters and the party could move through the valley relatively safely. This took us to the end of Book 5.
During the month of Book 5, the claiming faction (the Pathfinders) were moving more permanent settlers/settlements into the camp area. As Martryn said, no new buildings being constructed, but using cleared ruins around the base camp for temporary shops, inns, etc.

Halfway through book 6 (about another 2 weeks), the party and faction moved enough people and goods into the valley to set up a Saventh-Yhi Pathfinder Lodge in one of the larger ruined buildings.

So at about 5 months from arrival at the valley, the area is pretty safe and just moving into what I'd call "settled." Troops from the various factions are flooding in for the attack in Book 6 and with them will be coming alot of support assets. These will most likely stick around and be the settlers you spoke of.

As for inns, brothels, merchants, etc... I'm sure those would show up long before the valley was settled. In the base camp set up in tents or in cleared ruins. That's part of the camp's established 2500 gp limit.

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Hrmm... I just dusted WoW off and started playing again with the new expansion. Was looking for a server to start a new panda on. Looks like y'all made up my mind for me.

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martryn wrote:
1. Buying and selling items. The rest of the campaign takes place here. The nearest city is like 800 miles away (exaggeration). How does the party sell their loot and purchase new gear? And how long does it take for their faction to acquire the gear that the party wants to purchase?

The faction camp is good up to 2500 gp. If they want to buy or sell up to that level they can do it right there.

To get an item more than that, they have to have the camp make a supply roll. I think it's something like 30 days - result, down to a minimum of one week. So most things that they have to order (over the 2500 gp) will take 7 days to get there.
Much easier way is for the caster to learn Teleport at earliest opportunity. This solved many of the limits by at least making quick trips to Kalabuto where the gp limit was 10 or 12,000 (can't remember off the top of my head)

martryn wrote:
2. Acquiring the discovery points. The PCs clear a district and can now make those Knowledge (History) checks to make discoveries, and everyday the faction will make an exploration check to earn discovery points. But the faction can also use the paragraph on page 59 about "Discovering Mysteries". Is this the same process used on page 10 with the Knowledge (History) checks?

That was a bit ambiguous whether the camp needs to make the Knowledge (History) check or not. I just had them automatically pass.

So the way I did it (that worked well) is if the district has been cleared, the camp can either a) make a roll for discovery points (possibly getting 2 or more) or b) automatically get 1 mystery. And remember each mystery is ALSO worth 1 discovery point.
If you want to speed things up, you could have the camp be able to do both I suppose. Get 1 mystery (worth 1 discovery point) AND make an exploration roll for an additional 0-3 discovery points.

martryn wrote:
3. The faction stats seem wrong to me. For example, every faction looks like they've set up 500 feet from a river or lake. There are few places on the map that aren't 500 feet from a river or lake. Also, using the Pathfinders as an example, they get +4 to exploration checks and have set up in "ruins", a ruined tower to be specific. But their stats give them an exploration score of only 12. Did they only put 6 points into exploration, then? Does that mean that they're not, technically, using the water campsite for +2 supply? Looks to me that the tower they're holed up in is adjacent to a water source that feeds into the lake. How is this not a water campsite?

There's a couple of the faction scores that didn't seem to add up. I don't think the NPC camps played by the exact same rules as the PC camps. Probably due to the +1 / NPC the PC camp can use to offset some of the difference.

You can really play fast and loose with the NPC camp scores. The +1 to all camp stats once the Factions start clearing districts is what is really going to make up the difference quickly anyway.

martryn wrote:
I was really excited about running this module, but the party already seems bored with this sandbox stuff. They started exploring the Mercantile district straight away, and even with random encounters, it's mostly been a dull drag. I don't even know how to describe one empty set of buildings from another set, so I've resorted to blocking off areas and saying this took you 4 hours to make a thorough search and you didn't find jack. Had to say that a lot, actually. Maybe it's just this district, as it seems very flavorless.

It is partly due to starting there. I had the exact same problem starting in the Mercantile district. Once there's more NPCs to direct/track/follow to major encounter areas, things go a bit quicker.

BUT, there was still quite a lot of "You search this block for d4+1 hours and find d20 gp worth of interesting trinkets (insert random items I'd see around the room... mirrors, finely made chairs, etc)"
If it was an empty block I'd also give them a 50% chance of finding some small items that would give a random level 0 spell effect. A bowl that would chill food put in it. A box that would shine boots. A brush that would change the color of fabric it was run across. Children's toys that would move by themselves. Very minor stuff like that just to spice things up.

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As written, the fortress does have an infinite number of guards. Whether on alert or not -by the book- there's a 30% chance of any barracks containing 2d4 serpentfolk. (NOTE: this actually makes sense. Even on high alert, they will still need to rotate guards from their posts to rest)

Now what *I've* done is, now that the fortress is on alert, reduce the barracks serpentfolk to 1d4 and added a couple other guardposts through the main coil/corridor. Replacement guards at the tail watching the gate, guards manning the murderholes above the main gate and guards watching the broken section. I've also put the other guardposts on "alert." They keep the doors open and have pairs of sentries watching the closest main approaches.

But due to the "infinite" number of potential guards, I've also decided that when (if?) the PCs kill Sskhavo, the fortress commander, the remaining serpentfolk will essentially abandon Thousand Fangs and fall back to the Sanctum of Ydersius (area R in Ilmurea). This is where they make their stand in Book 6.

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To continue with my own experiences with the Thousand Fangs assault, the worst of what I feared happened. In certain areas where barracks and guard posts are in close proximity, the serpentfolks' telepathy allowed them to just overwhelm the PCs.

- After testing the defenses at the postern guardpost at the tail last week, the party decided to try the gaping hole in the side of the main coil in the southwest portion of the fortress.
- Party enters and goes straight across into rooms.
- Rolling for first barracks encountered, it's empty.
- Party continues into training area where I roll maximum number of serpentfolk. They grab weapons and attack.
- Sending out the third alert, I roll randomly for the TWO adjacent barracks. One is occupied with 6 more serpentfolk and they begin grabbing their weapons.
- As the party is making headway against the first group of serpentfolk, those from the barracks start streaming out. They stop to send a telepathic alarm to the guardpost to the northwest and to the adjacent officer's quarters.
- Party just finishes the first group of snake-men from the training room as the barracks group hits them.
- The party is still holding their own but then a round later the guardpost and officers sweep around through the empty barracks and hit them from a second direction.
- With three rooms of serpentfolk hitting them nearly at once, the party quickly agrees a tactical retreat is in order.

Results: Third alarm sounded. Thousand Fangs is on alert.

Conclussion: This one was partially due to bad rolls. The maximum number of serpentfolk in the training room and one of the barracks being occupied certainly played against the PCs. On the other hand, with a 30% chance of 2d4 serpentfolk, BOTH barracks COULD have been occupied.
This was really one of those areas where the telepathic and organized nature of the serpentfolk allowed them to just swarm the party with their heavy hitting guards. The party is now rethinking their tactics for their next assault, beaten but not yet out.

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OK so after several sessions of diversions around Ilmurea (which were very fun and got some much needed xp), my PCs delved into Thousand Fangs. As promised I'll give a quick breakdown on how the attack has gone so far.
The PCs had scouted out the serpentfolk district of Ilmurea flying/invisible so hadn't encountered any of the serpentfolk there. This was good in that the snake-men were unaware of intruders in Ilmurea, but it was bad in that my PCs were a bit unprepared for how tough the serpentfolk "mooks" were. That said they headed into Thousand Fangs instead of investigating some of the locations in the serpentfolk district.

- Using Wind Walk flew in through the tail gate (N33). Solidified and the rogue scouted and found the postern guardpost (N34).
- Launched their attack and didn't take out the initial guards in one round (as highly expected)
- First telepathic alarm goes out. Off duty snake-men in the adjacent N5 begin grabbing weapons and the officers from N20 move to assist the postern guardpost.
- Faced with a sudden rush of reinforcing officers, the PCs begin falling back into the main tail hallway. New officers press the assault.
- Serpentfolk from N5 finish gearing up just as first wave of snake-men goes down. They rush out into hall and send out a second telepathic alarm.
- The guardpost at N9 (next to N14c) is now in the 100 range of the snake-men's telepathy. They can't see the combat though due to their 60 foot darkvision and proceed cautiously forward through the fungus of 14c.
- PCs finish up the combat just in time to hear the other guardpost approaching. Combat it joined again.
- Serpentfolk try to send out the third telepathic alarm, but there are no serpentfolk within 100 feet. (only Belkor in N19)
- PCs finish up the combat and are beaten up and tapped on resources. They wind walk back out the tail gate.

Results: The postern guardpost (and surrounding positions) is clear and two alarms are raised. The serpentfolk know that a major assault was launched there, but it still may be a diversion from another attack somewhere else. They are not on full alert. They'll move reinforcements back to the tail gate to keep watch (and replace the dead guards) but the rest of the fortress is on normal alert.

Conclussion: Though I thought the full alert would be reached in Thousand Fangs almost immediately, remember that the fortress is BIG. 100 foot telepathy doesn't go nearly as far as you think. But remember to check a level up and down (if appropriate). From the tail gate, this doesn't help much. No serpentfolk normally in N15 and only the succubus in N18.
We'll see if next week they want to come back and try the tail section again or try one of the other entrances...

Note 1: As you can tell, I've modified the alarm condition so that it's only an alarm if other SERPENTFOLK are alerted. The text states "comrades", but I can't see them putting a whole lot of faith in Belkor or Selaxasp saying "Hey, got a telepathic warning from the other guards. You should go help!" and having guards leave their posts to run off. Just how I'm doing it.

Note 2: This session has movivated me to make a quick "cheat sheet" for the fortress with room numbers, occupants present (normal), and occupants present (alerted). It took a long time to flip through the book checking each of the nearby rooms to see who was where when the snake-men sent out a telepathic alarm. I think a table will be much easier. Just my finding.

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I've done a few things through the start of Book 5:

1. I had the ranger/guide make a survival roll to point out that if they could clear out the morlock/old Azlanti garrison portion of Ilmurea, it would make a suitable base camp. This would free up spell slots so they didn't have to teleport back and forth to the surface. This led them to clearing out the cloaker gate and the elementals.

2. While talking to Udarra, I made sure to mention that the urdefhan were very violent and most likely only willing to talk to someone in a position of strength. This led to the PCs assaulting the aerie and probably several other strongholds before walking in and saying "We're the ones who are kicking your butt. Take us to your leader."

3. My players have been big on Prestige Awards and moving up in their factions. The PA suggestions from the adventure didn't really reflect the goals of all the factions, so I modified them some to push for more exploration through Ilmurea.
EXAMPLE: After reporting on the broken stairs in the cloaker gate, the Pathfinders wanted to find an intact gate down to Orv. This will be worth extra PA and will (hopefully) divert them a bit between the urdefhan and Thousand Fangs.

Those are just a few things I've been doing to try and push more encounters and keep things from being a bee-line for Thousand Fangs.

But, just for the record, my characters have been running about a level behind from somewhere in Book 4 (not sure where I lost the xp...). The difference hasn't even been noticable. As others have pointed out on the boards, at higher than 10th level, a + or - one level isn't that big of a deal. Especially if you have a) a large party or b) experienced players.

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Not in any particular order...

1. Numeria. Barbarians vs robots goodness. May possibly lead into #2...
2. Planet hopping through the solar system.
3. Darklands.
4. Vikings vs Witches in Linnorn Kings/Irrisen*
5. First World. I could totally go for Dark Mistress's "Alice in Wonderland" theme here as well.

*Reign of Winter may take care of this one, but it's been described as a "Baba Yaga AP" NOT a "Irrisen AP."

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