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RPG Superstar 2013 Star Voter. 1,140 posts. 2 reviews. 1 list. No wishlists.


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These are the stats I used for the Blood Knight, Konas Esprillon. While the Champion path is more in flavor with his abilities, I gave him 5 tiers of Guardian for its defensive abilities. At this level, the more I can mitigate rocket tag, the better.

Konas Esprillon:

Konas Esprillon CR 15
Male human blood knight fighter 12 guardian 5
LE Medium Undead (augmented humanoid)
Init +9; Senses darkvison 60 ft. Perception +10
AC 32, touch 17, flat 28 (+12 armor +3 deflection, +4 dex, + 3 shield)
hp 286 (12d10 +220)
Fort +24 Ref +18 Will +13; +3 vs. Fear, mythic saving throws
Defensive Abilities , bravery +3 DR 10/mythic and bludgeoning,; Immune undead traits
Speed 30 ft.
Melee: +3 adamantium bastard sword +27/+22/+17 (1d10+14 17/20 plus bleed) or +3 adamantium bastard sword+23/+18/+13 (1d10 +14 17/20 plus bleed) and +1 bastard sword +21 (1d10+10) or slam +19 (1d4+10 plus blood drinking plus grab)
Special Attacks: bleed 1d8 and 1 con, blood drinking, fountain of blood (DC 22), weapon training (heavy blades +2, natural +1)
Str 22, Dex 18, Con -, Int 8, Wis 12, Cha 23
Base Atk +12; CMB +18 (+22 grapple); CMD 33
Feats Bleeding Critical (Mythic), Combat Reflexes, Critical Focus, Disruptive, Exotic Weapon Proficiency (Bastard Sword), Greater Weapon Focus: Bastard Sword, Greater Weapon Specialization: Bastard Sword, Improved Critical: Bastard Sword, Lightning Reflexes, Toughness, Two Weapon Defense (Mythic), Two-Weapon Fighting, Weapon Focus: Bastard Sword (Mythic), Weapon Focus: Bastard Sword
Skills Escape Artist +12, Intimidate +21, Knowledge (engineering) +5, Perception +10,Racial Modifiers +10 Escape Artist
Languages Common
SQ amazing initiative (mythic), armor training 3, blood body, bonded armor, clean blade (mythic),martial supremacy, mythic power 13/day (surge +1d8), mythic saving throws, parry spell (mythic) retributive reach (mythic),sudden block (mythic)
Gear +3 full plate, +3 adamantium bastard sword, +1 bastard sword, brooch of shielding cloak of resistance +2, ring of protection +3
Blood Body (Ex) A blood knight can store items within its liquefied form. It can retrieve any item stored in its body as a move action or as a free action that is part of a move. An item to be stored must be of a size and shape that fits within whatever portion of the blood knight's armor it is placed.

Blood Drinking (Ex) Any living creature damaged by a blood knight's slam attack takes 1 point of Constitution damage in addition to the normal damage. If the blood knight grapples an opponent, it deals 1d4 points of Constitution damage each round that the grapple is maintained. The blood knight gains 5 temporary hit points for 1 hour each round it drains blood.

Blood Slick (Ex) A blood knight constantly drips slippery blood in a 10-foot-radius spread around itself. The blood slick functions as a grease spell with a save DC of 22. Blood knights are immune to any blood kngiht's blood slick.

Bonded Armor (Ex) A blood knight always wears the armor in which it died. It cannot remove this armor or exchange it for another suit. If the armor is destroyed, the blood knight is destroyed as well. The blood knight has a +5 bonus on saving throws made on behalf of its armor.

Fountain of Blood (Ex) As a full-round action, a blood knight can spray blood from its armor in a great cascade. Each creature within a 15-foot radius is covered in blood and must succeed on a DC 22 Fortitude save as though it had ingested the blood knight's poisonous blood. The blood fills the area until the blood knight's next turn. Creatures entering the spray while it persists are subject to its effects, but a creature can only be affected only once per round. The area covered by the blood spray becomes coated as though by a blood slick and remains slippery for 6 rounds, or until the blood is washed away by at least 5 gallons of water or other liquid, or burned away by normal or magical fire as a full-round actions. Creatures and objects within the area that do not have total cover are coated with the blood, which functions as a grease spell for the purpose of using and handling items (DC 22 Reflex save negates). Failure means the item is immediately dropped. A creature coated in blood gains a +10 bonus on Escape Artist checks. Once a blood knight has used its fountain of blood attack, it must wait 1d4 rounds before it can do so again. Blood Knights are immune to this ability.

Poisonous Blood (Ex) Fountain of Blood- contact or ingested; save]/i] Fort DC 22;[i]frequency 1/round for 6 rounds; initial effect 1 Con damage; secondary effect nauseated for 1 minute; cure 2 consecutive saves.

Amazing Initiative (Ex): You gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Clean Blade (Ex): Whenever you score a critical hit, as a free action you can make a ranged touch attack to fling the blood and gore at another opponent within 30 feet. If the touch attack hits, the foe is sickened for a number of rounds equal to your tier. If the touch attack is a critical hit, the foe is also blinded for the same duration. A blinded foe can spend a full-round action to remove the gore and end the blindness.

Martial Supremacy (Su) Konas Esprillon has fought countless battles gains a profane bonus on all saving throws equal to ihis strength modifier. Additionally, he gains bonus hit points equal to its strength modifier times his hit die. (+78 hp).

Mythic Saving Throws (Ex): Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Parry Spell (Su): As an immediate action, you can expend one use of mythic power to block a spell targeting you or an ally adjacent to you. The spell must be a ray, a single-target spell, or a spell that creates an effect targeting one creature (such as acid arrow, and the level of the spell's spell slot must be equal to or lower than your tier. Make an attack roll as if making an attack of opportunity. If the result of the attack roll is greater than the spell's attack roll or save DC, the spell has no effect on the intended target (though other targets from the same spell, such as multiple targets of, are affected normally). A spell that has neither a DC nor an attack roll (such as magic missle) can't be affected by this ability. You must declare using spell parry after the spellcaster's target is announced, but before the target's saving throw or attack roll is made.

Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.

Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Here's my conversion for the witch Aisa Dublesse, given four levels of Archmage with her spell selection slightly altered. Additionally, I changed her staff into a number of smaller items that give her more options with her abilities.

Aisa Dublesse:
Aisa Dublese CR 16
Female human vampire witch 12 archmage 4
CE Medium Undead (augmented humanoidl)
Init +12; Senses darkvison 60 ft., see invisibility; Perception +18
AC 33, touch 21, flat 26 (+4 armor, +4 deflection, +6 dex, + 1 dodge +8 natural)
hp 190 (12d6 +148) Fast Healing 5
Fort +15 Ref +14 Will +16
Defensive Abilities , channel resistance +4; DR 10/mythic and silver; Immune undead traits Resist cold 10, electriciity 10; Weakness vampire weaknesses
Speed 30 ft., fly 60 ft. (good)
Melee slam +11 (1d4+7 and energy drain)
Special Attacks: blood drain, children of the night, create spawn, dominate (DC 23), hexes (DC 24,agony [12 rounds], cackle, cauldron, coven, evil eye [-4, 9 rounds], flight [feather fall at will, levitate 1/day, fly 12 minutes/day], retribution [6 rounds], slumber [12 rounds]
Witch Spells Prepared (CL 12th, Concentration +24, spellguard bracers)
6th-- flesh to stone (DC 24), mass fester (DC 25), slay living (DC 25)
5th- cloudkill (DC 23), mythic inflict serious wounds(DC 24), suffocation (DC 24), waves of fatigue
4th- debilitating portent (DC 24), dimension door, mythic enervation , fear (DC 23), mythic severance (DC 23)
3rd- bestow curse (DC 22), mythic dispel magic, lightning bolt DC 21, ray of exhaunstion (DC 22), stinking cloud (DC 21), mythic vampiric touch
2nd- command undead (2, DC 21), glitterdust (DC 20), inflict moderate wounds (DC 21), spectral hand, touch of idiocy
1st- command (DC 19), chill touch (DC 20), inflict light wounds (DC 20), mage armor, ray of enfeeblement (DC 20), unseen servant
0 (at will) bleed (DC 18), message, read magic, touch of fatigue (DC 18)
Str 20, Dex 22, Con -, Int 27, Wis 14, Cha 24
Base Atk +6; CMB +11; CMD 36
Feats Alertness, Brew Potion, Combat Casting, Combat Reflexes, Craft Wand, Craft Wondrous Item, Defesnive Combat Training, Dodge, Extra Hex, Improved Initiative, Iron Will, Lightning Reflexes, Mythic Spell Lore, Spell Focus: Necromancy (Mythic), Toughness,
Skills Bluff +25, Craft (Alchemy) +27, Diplomacy +20, Disguise +10 (+20 with witching gown), Fly +16, Intimidate +23, Knowledge (arcana) +23, Knowledge (religion) +20, Perception +18, Sense Motive +15, Spellcraft +23, Stealth +20, Swim +9, Use Magic Device +22
Languages Auran, Abyssal, Aklo, Common, Draconic, Elven, Infernal, Necril, Varisian
SQ change shape (dire bat or wolf, beast shape II), exceptional resources, gaseous form, mythic power (11/day, surge +1d8), permanant spells, shadowless, spider climb, wild arcana, witch's familiar (cat named Nightfang)
Combat Gear bloodbrew elixir (4 doses), elemental gems (air, earth, fire) potion of bull's strength, potion of cat's grace, potion of eagle's splendor (2), rod of grasping hexes, scroll of planar ally, wand of enervation (16 charges), wamd of ray of exhaustion (22 charges) Other Gear amulet of natural armor +2, gloves of storing, headband of vast intelligence +4 (Knowledge [history] and [relgion]), lesser extend metamagic rod, ring of protection +4, spellguard bracers, witching gown (contains vampiric touch) spell component pouch, 715 gp

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Coupled Arcana (Ex): Whenever you spend a standard action, move action, or swift action to activate ahex, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action)

Flexible Counterspell (Su): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell of dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the targe spell

Mirror Dodge (Su): When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar tomirror image). Using this ability requires a line of effect to the square into which you teleport.

Mythic Hexes (Su): Your hexes are more effective against non-mythic targets. When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn't count toward the hex's duration) and can't attempt a saving throw to resist the hex. On your turn the next round, the creature attempts its saving throw as normal. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it's affected as normal.

Wild Arcana (Su) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

The Trust Mechanic is one that ultimately can't be resolved as written, so its extremely important to have a way to offset this imbalance by giving your own opportunities for your PCs to earn more trust (I had additional side-quests in mine to do this), which you seem to be doing. A few things:

1)I would choose the second option. It gives the PCs a chance to gain more trust by saving an NPC. The three encounters I would consider to use would be A) The Skeletons in the Lake (might be too brutal for NPC), B) The Rat Swarm in the tower, or C) the Haunted Scythe. The Scythe is probably your best bet since it needs to still roll moderately well to hit a moving target, giving your PCs time to deal with it; the swarm could be as bad as the Burning Skeletons for the same reasons (auto-damage).

2)Be careful with possession before your players have access to magic that can directly force some things out. While possession is an important theme in a horror game, without a means to deal with it, it might make your players mad if they lose control of their character for an extended period. I would allow protection from evil to allow a re-roll against the effect of the Rage Spirit. If you are treating it as a haunt or a spirit tied to Harrowstone (which in my opinion would give them even further reason to go there), I suggest tying it somehow either to the Splatterman or the Lopper.

3)There's a lot of resources for running it for 5 players or adding extended content to the first module in the Carrion Crown sub-forum. Its fascinating if nothing else to see the many different takes on the first module of the AP (which in my opinion is the strongest).
Good luck, and have fun!

Thanks for posting all of what you have, especially for module 6. Its helping me to formulate ideas for that module. Out of curiousity, how many rounds did your fight with AA take?

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My group and I just completed Neil Spicer's Ashes at Dawn. Here is what was liked, what we (or I) didn't like, what I added and why. It should be noted that I made a few additions due to my PCs attaining a mythic tier at the end of the previous module's climax. This didn't really effect encounter balance too much, and I was even able to use the themes in Mythic to expand upon some of the aims and motives of the prime antagonists of the module. This was due to the excellent structuring of the fights, allowing a GM to escalate an encounter with the addition of enemies in proximity to the fight. Even those that don't escalate have excellent flavor


You Can Play it both ways
Honestly, I wasn't sure which way my players were going to go with regards to this, so having the option to play either with or against the vampires was a bold move in my opinion, and with a little bit of fine tuning for each group, pays off in terms of role-playing opportunities and combats. Even if a DM doesn't want to structure the vampires as they are, there are a good half dozen stat blocks to mix and match in the module. For having to chew up so much word count for enemies that have to be classed by nature, the vampires all have unique and memorable flavor while still being transposable.

What's written for it within the module and in the gazetteer are fantastic in terms of re-establishing the Gothic mood as well as giving a DM the tools to setup their own expansions (which I did to a degree. See here). I liked the imagery of fog-shrouded castles sky lining dark streets thriving with decadent nobles. My players dug it as well. It should be noted that I also used Rule of Fear to further supplement the information above, providing a shadowy backdrop of memorable locales and personalities.

Vampire Culture
Half my players and myself are old World of Darkness (second edition) players
, so the individual vampire personalities resonated strongly with imagery of some of the vampire clans in that particular world. I ran with that of course, even having some of the various spawn work different than normal in terms of powers. My players chose to work with the vampires, which made for fantastic role-playing opportunities, especially since one of the players is a Dhampir. Good job on making the vampires memorable, which I think they would have been even without mythic and other back-story elements being added.


Vampiric Powers defeated by spells common in horror campaigns
Not so much of a gripe about the module but about Pathfinder Vampires; at the level you begin encountering them, its quite possible to have blanket immunity to their powers. Protection from evil and death ward stop all of their supernatural powers, leaving only the sum of their class levels. This makes a single vampire an easy fight for the most part. Fortunately, there are no single-vampire fights in the module (maybe Radvir, but why would he when he's right next his spawn and the mimics). That aside, there are a number of statistic blocks of different vampires (alchemists, brawlers, and archers) in the Ashes at Dawn DM thread to also throw buffed PCs for a loop. The brawlers in particular are fantastic, behaving exactly like a vampire should; they can actually grab someone and drink their blood without provoking, something I think a vampire should be able to do anyways.

Don't let them fight alone
With the three big bad evil guys, its possible to read the module literally and think that each person waits in the room where you encounter them. While in Aisa's case she has the Blood Knight and whoever it fights in direct view of her, the other two (Radvir and Hetna) are not so lucky. Remember guys, these are all supremely intelligent individuals who know what four experienced hunters can do to one single person (i.e. they understand D+D mechanics as far as their actions and survival) and also know that when outnumbered, its best to get reinforcements or delay the group until their protective magics run out. This might escalate some encounters, but it makes the game more believable and more horrific at the same time. Also, don't underestimate what a group of 11th level PCs with decent wealth and a slight dedication to killing undead can do, especially ones armed with a disrupting, undead-bane artifact.


Curing Madness with Conte Ristomir:

Spoilered for Length: On Curing Madness, Dracula, and Shortening a Trip to Caliphas:
Our Dhampir player previously had interactions with Ramoska Arkminos in Trial of the Beast (I had introduced him as a supplier who could procure expensive inflict potions for him in trade for his blood), so I wanted to follow up on that interaction by introducing his employer. I had an agent of the Count contact the PCs after the events of the previous module, arriving in a black carriage and explaining that they were being hunted by the Whispering Way and that their master would provide solace in return for a favor. I then triggered the fight with Barliss Rask (Dullahan), having him reinforced by three other riders (Lich, Graveknight, Wight Lord) to overwehelm the PCs. This resulted in a running fight, with the Dullahan defeated but the other PCs having difficulty due to their madness. Since two of the four PCs had permanent insanity resulting from the previous module, accepting the Count's offer seemed the wiser course rather than trekking overland to Caliphas while being hunted and half the party insane. (The fighter had Multiple Personality Disorder, emulating the personalities of slain PCs while the Dhampir had Schizophrenia, believing that the human members of the party wanted him dead.) They escaped the other three riders via the carriage Shadow-walking then met with the Count. I used this encounter to gauge my PCs reactions to working with vampires, then used the backdrop of the castle to run a 'madness-curing-session' that as best as I can describe was a combination of Dracula and Flatliners. I had two afflicted PCs enter dream-like trances induced by alchemical regents where they relived events that composed the essence of their afflictions. In both cases, a few skill checks and Will saves were made during the course of the visions to represent their coming to understanding and overcoming the madness. The other two PCs were allowed to aid these skill checks with Heal and Diplomacy. They also had to defend the camatose PCs against the deprivations of some of the castle's less obedient servants (vampire spawn, and the like). This made for an awesome, off-the-rails session and helped setup some additional motivation for the next module. In exchange for the help they received, the Count tasked the PCs with finding Arkminos, who had gone missing on a contract in Caliphas. I then had an old teleportation gate provide a quick means of arriving in Caliphas, specifically in a basement attached to the Quarterfaux Archives, where lurked...

Nightskitter in Quartterfaux Basement
Other than the previous fight with the Dullahan, I was still unsure how powerful Mythic was, so introduced an extra fight before the main plot of the module began. This was the Nightskitter, an awesomely challenging Nightshade from Undead Revisited that proved tough, yet not tough enough for an 11th level party with one tier under their belt. I used the aftermath of the encounter to introduce the curator of the archives, a couple members of the Esoteric Order of the Palantine Eye (our bard PC is a member of the group), and generally began turning them loose into Caliphas, running the module as its written with some further expansions.

Vampire The Masquerade Tropes I played this up to a large degree as far as each main vampire encountered (Marrick Sais=Gangrel,Luvick Sievrage=Ventrue, Lady Evgenya Zunaida=Toreador, Radvir=Brujah), going even so far as to altering some of the powers of the Advanced Spawn so that removing the bonus in one stat resulting in an additonal power (like giving Merrick's spawn no bonus to intelligence but additonal armor in the form of barkskin. In this way, it made it more memorable when each set of spawn and their master were encountered. I omitted Desmond Kote from the vampires above because I knew his presence might start a fight, so I instead used him as an enemy in a later part.

A Player's PC Dhampir Backstory As I've written here, there's a lot to consider if you have
a Dhampir PC in the party. For my part, this paid off at the Noblemen's Stitch where the Dhampir's father, after being used as a red herring in the murders, was chained up in a vampire death-trap room (ropes tied to curtains, a triggered create water followed with control water trap and a dimensional lock in place.) This allowed me to have another personality who could expand on the goals of Radvir and the witches without directly having them do an unnecessary villain monolgue.

Involving the Churches and (pre-)Killing a Paladin:As written the Church of Pharasma seems kind of ineffectual in not only dealing with the vampire murders but also helping against the Whispering Way as a whole. I try to explain the reasoning for this in the aforementioned “Expanding Caliphas” thread I wrote, yet still had a hard time telling my players that one of the most powerful clerics of a religion dedicated to destroying the undead wouldn't help them in wiping out a group of vampires. Fortunately the Pharasmans aren't the only gang in town; there's also the Church of Iomedae. In this regard, I had relations between the two churches on good terms, further deciding that it would be awesome for the fallen vampire paladin (Halloran Indriss) encountered in the Abbey's basement to accompany my PCs as a living Paladin before his demise. In this regard I had favors exchanged between the two churches that allowed the Paladin to accompany them into what would be a glorious battle. In the big fight described beneath, I was able to have the Paladin die to Energy Dtain and then have his body retrieved by the plot's antagonists. A tricky act to pull off, but ultimately one that worked well.

The Urgathoan Vampires (The Biggest Plot Deviation)

This is long but involves the use of Mythic in the back-story:
Since I am utilizing Mythic, I wanted to add that element to the story aspects of the module. I did this mainly by making the primary characters (Ludvick, Aisa, and Radvir) Mythic, yet I needed reasons for this power to exist within them. With Ludvick, I decided his very nature and age afforded him unquestionable access to such abilities. I decided that his heightened power afforded him jealousy from his main four children. These were Radvir, Merrick, Evgenya, and a fourth vampire I introduced who wasn't part of the vampire underground, Averith. I decided that she exuded the most willfulness of his children, and thus took to traveling the most among them. It is she that wanders the mountains of Virlych, discovering the Blood Knight Konas Esprillon, who is Mythic by nature of his service to The Whispering Tyrant. She comes to worship Urgothoa and seeks her way to free herself from Ludvicks's control, using the Blood Knight and her clerical powers to augment herself with Mythic Tiers. She begins discovering a crude way to transfer this power to other vampires though the results often end in screams and ashen remains. Radvir discovers this and attempts to bargain for the secret to her power, but she refuses. He contacts the Whispering Way, who set about an elaborate plan. They kill the Dhampir PC's mother, framing the murders upon the Urgathoan vampires. The Dhampir's father, a powerful vampire noble, wants revenge but knows that Ludvick won't take it on his own daughter over a human. He confides in Radvir to go after the vampires, who agrees with the aid of his new allies. The Whispering Way's more powerful monsters and the two vampires assault the Urgathoans but while some are reduced to ashes, it is clear that the Blood Knight is the primary goal of the entirety of the group except the PC's father. The group of necromancers easily take control of the Blood Knight, and Alverith, bereft of her most powerful guardian, flees to the deepest depths of the catacombs with her surviving followers. This sets up the disappearance and reappearance of the PC's father in the module's context.
I had both the PC's father and the Urgathoan vampires serve as Red Herrings for the vampire murderer. The Urgathoan cabal consisted of the Death Priest given the vampire template and Five Tiers of Mythic Vampire, the sample Mythic Vampire in Mythic Adventures, Desmond Kote (re-skinned as an Urgathoan Inquisitor), three vampires swiped from the Council of Thieves AP (again re-skinned Urgathoan), and the other four vampires presented on the DM thread and in the bestiary. Wish I'd had the Monster Codex when I ran this, but in total, 10 unique vampires and 16 Advanced Spawn. They lurked in the deepest catacombs beneath the city in the remains of an abandoned theater and required the Dhampir's vampire rival (home-brewed Duelist, Feisty Hotspur re-skinned as human and given vampire template.) to guide them to it. This is the fight where the PCs lose their paladin ally to the vampires before Radvir (who follows them) shows up, kills the Dhampir's Rival (who he had just reconciled with), grabs the Paladin's body, then flees to let his allies prepare an ambush for the returning PCs. This helped me to set up the fact that Mythic power was being used among some the of the vampires and involve the Dhampir personally against Radvir.

Mythic Wight Lord
I took the Wight Lord from Undead Revisited and gave him four Mythic Tiers as well as a half dozen mythic wights from Mythic Monsters: Undead to setup an ambush on their way back from their strike against the Urgathoans. I began to realize that the biggest thing Mythic monsters need is survivability, whether the ability to avoid an attack, re-roll a save, or survive a high damage critical hit. Good fight nonetheless, and helped whittle down my four riders from the beginning to two.

Vampire Freedom, Mythic, and Elixirs A big theme I continually highlighted throughout the module was freedom versus blood-bound slavery that the vampires represented. In various dialogues, I reinforced the fact that vampirism was a form of slavery; one would constantly be enslaved to their hunger as well as the will of their creator. In this way, I gave Radvir a real, almost human reason for rebelling against Ludvick and setting so many other spawn “free”, though in a way, the drug that frees them represents a form of slavery all its own. To further up the ante, I decided that what truly made the Bloodbrew Elixir insidious was that it bestowed real power on its user temporarily, in this case Mythic. I felt that a small army of Mythic Vampire Spawn would constitute a real threat that would have to be dealt with whether by the PCs or by proxy. With the Blood Knight being Mythic, I had his blood be the catalyst for the creation of not only that elixir, but also a second kind, a potion that Aisa used to fuel her ascent into vampirism. This got me thinking about the overall plot of the module with regards to the AP itself: What if the endgame here was a potion that could turn a mortal into a vampire simply by drinking it? What if such a thing was to be used as a backup plan in case the Carrion Crown failed, what if they simply needed any sentient undead related to Tar Baphon to be present atop Gallowspire and accept his soul? It made sense to me to have the organization possess contingencies in case their main plot failed, and further helped cement the goals of the Whispering Way beyond “lets mess with the vampires because they might be enemies when our plan comes to fruition”. Finally, it let me give my PCs an ever-present physical temptation that could give them unspeakable power at great cost. This was not the only temptation of vampirism I presented, and the role-playing between my players discussing such things was utterly fantastic.


Encounters that I would have changed

-Bone Devil Trap:
Stopped by a bard, essentially. Never underestimate the power of this class, especially when they absolutely have to make a skill check. Not that I would have changed the encounter, it just never got triggered. I'm probably just being critical because I knew that it would have been a good fight had it happened.

-Invisible Stalkers:
I just wish these creatures could do more than they can. Even having four of them gang up on one PC, there's still the issues of mirror image, blur, and the ease with which a 12th level PC can see an invisible attacking creature (only DC 20). I had this fight occur while the party was engaged with Hetna and her guards (the Dhampir tried to take a piece of bone from the Oothi's skeleton as a 'threat'), and they still weren't enough of a threat to seriously hinder the players In hindsight, I would have put that new-fangled glyph from the ACG that lets you attach a hex to it on the bones, then perhaps summon something worse, like an Advanced Leukodaemon.

-Spirit Nagas:
In my opinion, where you encounter them in an anti-climatic afterthought to the main fights of the abbey, yet there needs to some form of guardian if the PCs take the alternate route in through these caverns (my players didn't, and did the typical top-to-bottom sweep). In this case, I would keep them if your players enter through the sea-side caverns, omit them if they've already fought Halloran, Aisa, and Konas.

Good Encounters

-Barliss Rask (Dullahan):
I gave the Dullahan's fighter levels to a Mythic Dullahan from Legendary Game's Mythic Monsters: Undead but other than the distant approach of three other horsemen ran this encounter as written. A good gauge to the powers and prowess of your players and a good setup for the module's path.

-Greenhouse of Doom:
Remember that if you have either Quinley in the party or a Dhampir with back-history, you will need to inform the PCs of the reason for the vampiric druid's stauch defense of her “grove”. There is also the issue of the high probability of a fight taking place in the daytime, in which case the DM will need to remember the druid's power over plant-life, cover, and that sort of thing. Without even altering it, all the tools are present here to make an awesome fight: a powerful singular guardian paired with a beefy monster and a number of minions to boot. In my opinion, this is meant to be a dynamic encounter, using all the tools at the DM's disposal to challenge their players. I of course used some of the alterations found with the DM thread, including an additional group of 7th level adventurers (nature lovers) and a number of advanced Topiary Guardians (from that module's bestiary) to augment Merrick to account for the Mythic tier my PCs possessed.

-The Nobleman's Stitch: A fun, dynamic fight to run. Remember about the lighting effects of daylight similar to the Greenhouse encounter, utilizing tapestries and heavy curtains to block sunlight where necessary. For my part, I changed the guards for a group of adventurers who had been charmed by Radvir and substituted some of the vampire sorcerers for alchemists, adding a Vetala Vampire contracted by Radvir to serve as the shop's face. (These additions are in the GM thread). Again, enough tools here for a GM to craft a good fight.

-The Nabassu:: I didn't really have high hopes for these guys, especially since I knew my PCs would likely be buffed with death ward and protection from evil, rendering most of the creatures' spell-like abilites useless, if not their powers. Surprisingly, despite the presence of the aforementioned spells, it was still kind of an interesting fight; some fai;ed saves against paralysis occurred through the combination of the ghouls and mass hold monster, while the creature's sneak attacks and silence kept the healing from not being quite-so-automatic from the Life Oracle. There is the slight chance that your entire party could have an unlucky round against paralysis, which makes this worth running.

-The Basement Vampires:
Couple of changes in my game: I made an alchemical mist-maker (like dry-ice) fill the big basement room with 5-foot-deep fog, then had the vampire spawn (huffed up on Mythic juice) and remaining vampires use their stealth and gaseous form (even attacking from prone to confuse their position) to harry the PCs. Made for an awesome fight that continued into the encounter with Radvir.

Radvir Giovanni
I hear he's quite effective when used as a hit and run rogue, but for my group of super-powered badasses, I decided to use a really dirty build to account for his ability to to single-handily take down vampires (others have pointed out the unlikeliness of using a wand of halt undead to accomplish this). I used the Tetori Monk rewrite in the Ashes at Dawn DM thread, which worked extraordinarily well. Between his grapple abilities, Body Shield, and his other feats, he proved quite an awesome fight, one lasting about ten rounds. If you think your PCs are having an easy time of it, use this substituion; just be careful, he's TPK material if played correctly.

Coffin Mimics:
I purposefully avoided having the mimics encountered in Trial of the Beast look like coffins so I could use the ones here. While they almost got the fighter, the memorable part was them surrendering and offering information in exchange for their lives. Overall, a fun one to run.

At the level you encounter him, the Glabrezu is a great, unexpected ecounter with lots of tool for a DM to use. In my case, he joined the fight with Hetna and her guards on the upper levels, using his summons and spell-like abilities to great effect. He eventually got annihilated by a critical hit, but not before nearly dropping two PCs.

Hetna Dublesse:
As stated above, don't let her fight alone; the nature of her hexes and spells insure that even if she locks down one PC, she still has three other ones to contend with. Witches have a strange spell list, so using what she has, its best to play her at range and use her minions to provide a melee threat. In my case, this was the entirety of the upper floor's enemies, but due to the length of the fight, made sense. She was nearly dropped (thanks to the bell trap of all things) but teleported away, only to die at her sister's vampiric hands.

Charmed Guards:
A decent stat block for the pre-NPC Codex , which can substitute these stats with a different 8th level NPC of another class with ease. They pack a decent punch, work alright in groups, have an okay ranged option, and are believable mooks for the witches and Radvir to have charmed. For my part, I made heavy use of the NPC Codex and NPCs from the GMG to substitute some of these out for different builds, though in the case of the abbey used only the printed adventure's due to the number of encounters that were likely to join together. Remember guys, just because they are charmed doesn't mean they are stupid. If they are looking to defend someone from intruders, they are going to move to and setup positions of superiority and use them to their advantage.

Falling Bell
Things like this are the stuff that I love to have present during any combat encounter: An obvious trap that can be utilized by either enemies or the PCs depending on their positioning. In this case, our Dhampir PC used it to whallop Hetna, forcing her to flee. In my opinion, traps always work the best when they are part of the environment of a fight and are either so obvious as to be usable or hidden enough that the PCs don't have time to look for them while fighting, triggering them during the fight.

My PCs negotiated due to the mutual desire to end the plans of the Barstoi Witches and a fight was avoided. They already knew some of the backstory of Oothi, so this let me expand upon that a little bit. My players wanted to come back and clear them out, but the “rapid timeline” of the next module's events has assured that there going to leave them and go straight to Virlych. I like encounters that don't always end in combat, despite the obvious natures of its opposing sides.

Konas Esprillon (Blood Knight) As written, a very effective bruiser who should buy time and actions for Aisa to buff herself and eventually join the fight. What can I say, I know he's a templated 12th level fighter, but the artwork, flavor, and special abilities won me over. This was before I even added five mythic tiers, which made him an absolute beast. I will post his Mythic stats as well as Aisa's in my mythic additions for Carrion Crown thread.

Aisa Dublesse
I had similar problems with Aisa that I did Hetna, but in this case, the help augmenting her was a lot more effective than the charmed guards. I used the Blood Knight, all three Elemental Gems, and an Advanced Leukodaemon summoned by her scroll of planar ally to give her the range and time to be effective. Like Konas and Radvir, she had four mythic tiers to help her power level and a couple of different gear choices. Overall, my players really enjoyed the fight. My only gripe is the nature of witches as bad guys; most of their spells are save-or-suck, so either your PCs roll well and nothing happens or the exponentially get weaker with each loss, probably resulting in a TPK.

Wood Golems While this was an 'after-fight' (a term I use for battles that take place after the biggest fight of the module), I kept it intact due to the awesome flavor of the golems (stakes for arms). My PCs chewed right through them, but again, as long as a speedbump encounter is well detailed (which the room where you encounter them is), I like keeping it. Great flavor here.

Halloran Indriss I recommend pairing him with any vampiric survivors show he can spend the first few rounds trying to fight his vampire nature before it or Aisa's commands take over. Even still, since my PCs were completely depleted at this point, it made for a dicey fight when the ex-paladin actually decided to defend himself. Eventually, he was defeated, Aisa was killed, and Atonement was cast on him. Now to figure out what fight he will suicidally give his life to in the next module to repay his debt to my PCs… A great role-playing opportunity, good enough that I foreshadowed him earlier in the module.

In my opinion, this module was one of the stronger ones of the AP. This was due to the excellent writing, encounter diversity, and the ability to come at the story from multiple angles. I really want to thank Neil Spicer for being present on these boards to answer questions about what was printed, left out, and the backstory of some of the different elements within. Now, to take a slight break to play my Half Orc Inquisitor in War of the River Kings, then its onto the final part… Shadows at Gallowspire!

No there is a big difference. Hydraulic Push, Awesome Blow, and Bull Rush all require CMB checks to perform. Force Punch does not. It surpasses that mechanic because that's how the spell is implicitly worded. There are lots of effects that break a grapple without a roll: Freedom of Movement, Gaseous Form, and the aforementioned dimensional effects. There's no reason why a 4th level spell can't for one turn do the exact same thing. Absurd is a subjective word that doesn't quantify into a rules discussion.

Not at all. These are both magical effects that cause someone to be in a different position from where they started. In neither spell description for Force Punch nor Dimension Door does it state anything to the effect of what you're implying, nor does it in the grapple rules. The PC isn't using his CMD to move away, a magical effect is bypassing the need to make the check.

Sorry, but I really disagree with the logic here. A force Punch spell would physically move someone away from the space where they initiatited it, causing the grapple to end. Here's why:
Its the same thing if someone is Plane Shifted away, dimension doors, teleports, or otherwise leaves the space where the grapple is taking place. The grappler doesn't ride along with those effects any more than someone grappling would be carried with their own Force Punch.

I thought so, but wanted second opinions. It is interesting that in some cases you have to recalculate the host's attacks due to the possible difference in BAB versus the IDs.

Simple question. Intellect devourers can ride in a number of devious and dangerous disguises. In some instances, the CR of the monster they have taken over can be higher than the IDs, though whether or not the host body is as combat effective depends on the nature of the host. Anyways, do you award XP for the host and the ID or just the ID?

Our group will have a month or so hiatus before we begin; another player DMs Kingmaker for the same group, which I also play in. Oddly enough, we're about to start book 5 in that one (which he has said has lots of good RP in it), so plenty of time for me to develop stuff and adapt anything you might have out there. I would be most appreciative!

Thanks for replies all. I think everyone's advice here is spot on, and when I have time I'm going to write up an alternative path from Ravengro. I may swap out some of the enemies or expand some of the encounters, so I will let everyone know what happens with it. I will definitely be consolidating some of these battles so it isn't just fight after fight.

Fights that look interesting (on paper):
-Knights of Ozem (already foreshadowed them in book 3)
-Hungry Earth Haunt
-Tyrant's Whisper Haunts
-Svoac and the Evil Trees
-Asphyxiating Taxidermy Haunt
-Lazurite Focus and Renchurch Novices
-Nalthezzar (alchemist Lich)
-Dead Water Haunt
-Impaled Haunt of St. Vesbias (already foreshadowed)
-Rejuvenating Lich and Cenobites
-Ghostly Necromancers
-The Urgathoan Fly
-Worm that Walks (they killed the person this turns into)
-The Grey Friar and crew
-General Sey'lok
-Adivion and crew

Fights that look like they might be filler:
-Witchgate Grove
-Hag trio (already fought one in previous module)
-Corpsewater mummies
-Gruesome Gurney Haunt
-Skeletal Nightmares
-The Reaper Door
-Barbed Devil and Tolling Bell Haunt
-Corpulent Ghouls (will probably change their class to Brawlers)
-Meladaemon and Ghouls
-Spectres and Vampire
-Invisible Stalkers and Mummies
-Mohrgs and Novices
-Omox demon and Mihstu
-Renchurch Novices (by themselves)
-Stone Golems
-8 Greater Shadows
-Chittering Skulls Haunt
-Augnagar Qlippoth
-Leng Spider
-Blade Webs Trap
-Unholy Fire Elementals
-Keening Suicides Haunt
-Collapsing Stair Trap.
-Lone Nightwing

Anyone disagree with these/ had a bad experience with the upper list while a good experience with the lower ones? (Trying to trim some of the fat from the dozens of fights.) Thanks all!

I suppose that I better come up with some sort of path that winds through the Hungry Mountains from Ravengro to Renchurhc but bypasses Adorak. Even though it seems to make the most geographic sense as far as traveling goes, I do not want my PCs going near Gallowspire before they've gone to Renchurch. It might be interesting to switch the two parts, but it seems kind of anti-climatic to defeat a vessel of Tar-Baphon then go on a rescue mission afterwards, not to mention the difficulty in switching the CRS between parts.
There seems like a lot of combat in the module; did anyone who's ran it find it overwhelming or did it work for you group? I ask because I want to maintain the horror aspect of the module, even at high level. Some of the fights don't look that impressive on paper, so I am wondering if there are any fights that you omitted or wish that you had (or changed)? I've seen some of Tybid's changes and may use some of them, but would love other takes.

.....kyuss worms???
(Gives a nice, wormy kiss,
waits for inevitable transformation)

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Amazing work on both. The gnome's eyes really stand out and make him creepily awesome. Getting more female miniatures that aren't cheesecake is always a step in the right direction, at least in my opinion. Great minis!

What is your favorite monster to run?
What is your least favorite monster that you have run?
Have you ever experienced a TPK and what caused it?

Did any of your PCs become vampires after running "Ashes at Dawn"? If so, how did you handle it in the next module? One of my PCs (Dhampir Magus) made the conscious decision to become one at the end of the module. I've gone over the dangers that will present themselves to the PC including the possibility of being controlled, traveling only at night, the logistics of hauling a coffin around, and the need to constantly feed, but for story purposes, we both feel like this decision serves his character's storyline the best. I should note that the Oracle of Life also in our group is a devout worshiper of Pharasma, while our two-weapon fighter is considering multi-classing into Paladin next level. My group is extremely mature and am confident that they can handle the role-play challenge of such a change, but I'm worried about how some of the fights will play out. Is he going to be empowered by the same effects that empower the denizens of Renchurch? What about the Mortuary Storm surrounding Gallowspire? Can he just fly through it.
Secondly, my PCs are considering getting to Renchurch by teleporting to Ravengro, then riding horses south through the mountains to get to Renchurch, basically skipping the first third of the module. Has anyone else experienced any sort of alternative trek other than what's presented in the module? It seems like the only path to Renchurch would be to go through Adorak, which story-wise could jumble up everything. They've done their research on the region and know about the Witchgates, and I have yet to come up with a reason as to why they should travel the way that everyone expects them to.

I'd love to see a powerful old woman as an iconic, a la Flemeth from Dragon Age, The Queen of Thorns from Game of Thrones, or Mother Talzin from Clone Wars. Someone who could have fireside chats with Ezren.. "Some more tea, my dear? Now, you're gonna let me have that scroll of Limited Wish, or I could tell everyone about the time you lost all your clothes betting on those silly gladiators in the Free City.."

RotR: Spires of Xin Shalast: Again not the Vekker cabin (which is actually one of favorite parts of the AP), but everything after that before Karzoug. It feels like a giant slog through enemies that can't adapt or form a cohesive defense plan.

CotCT: Some people have issues with the railroad nature of the fourth module and the massive amount of combat in the fifth module. Still, I think out of all the APs, this one is the most flawless.

SD: Memory of Darkness: When your lead designers have commented about how the would fix the module, there's obviously something going on with it.

LoF: Jackal's Price I agree is the weakest. It also contains one of the biggest acts of railroading in any AP yet: the transition from module 3 to module 4.

CoT: The Thrice Damned Prince is just awful. I've never had to almost completely rewrite every encounter both social and combat for the endgame to have any semblance of cohesiveness, but that was the case here. I won't ever again say that about any module and love Paizo and all that, but this one is bad. Hey, out of nearly 100 volumes of APs, one is bound to be bad.

KM: Playing in it, and have loved every part of it. We're in part 5, so we'll see about Book 6. (Our DM has foreshadowed the BBEG in every module)

CC: Broken Moon in my opinion is the weakest for the reasons stated above, but also because its so geographically ambitious; there's a 124 mile journey through the heart of Ustalav that has nothing written for it. Still, I had a blast running it and my players loved it to.

I also own Shattered Star and Wrath of the Righteous, but have not had a chance to run or play them.

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154) Raise them, then force them to take the Starstone Test. After that, you're either out 50 goblins or become herald to a new god. (If a drunk can do it...)

Here's everything I've done so far that's "expanded material".
-Rakshaka's Material-

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My group finished "Ashes at Dawn" yesterday, and I plan on writing a review of it as I have for the last four modules of the AP. I realized from the "List of Community Created Content" thread that most of my additions were scattered all over the forum, so here's an attempt to consolidate everything. As soon as I complete a freelance project (which is almost done), I will add my review of the fifth module as well. Hope this helps other DMs with some of the expanded material and tips in the first two modules for having 5 playes.

A review of Harrowstone and tips for running with 5 players
Expanding the Harrowstone Prisoners
The journey between Ravengro and Lepistatd (Clover's Crossing)
Expanding Herstag for 5 players (other minor changes)
A review of Trial of the Beast and tips for running with 5 players
A brief history of Ustalav
The Journey between Ascanor and Feldgrau expanded
Expanding some of the subplot in Broken Moon
Expanding the Furrows (Broken Moon)
A review of Broken Moon and tips for expanding Feldgrau
Tying in Carrion Hill (and Wake of the Watcher) into the AP.
My version of Carrion Hill
A review of Wake of the Watcher and some expansion of it
Expanding Caliphas for Ashes at Dawn
Historical Ustalavic Paintings (In Caliphas)
Incorporating Dhampirs into Ashes at Dawn
Mythic additions to Carrion Crown

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151) Raise goblins as own, find some sort of cave and stronghold. Have goblins interbreed in about two years and begin nurturing their destructive tendencies. Then attack Sandpoint.
(Can't believe no one's thought of that)

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Freehold DM wrote:
Ventress' story was told in the Force Unleashed game series, although it is rumored that she will show up in the new Star Wars movies.

No, that's Mariss Brood, Shaak Ti's apprentice. No one knows what happens to Assaj after the aforementioned episode. Same with Cad Bane, Darth Maul (though he gets a comic adaptation of what happens after losing to Sidious), Captain Rex, and Aurra Sing. I'd love any of these to return, especially Cad Bane.

I have ran this AP twice, and in both instances, the PCs wiped out the Lizardfolk to a man, taking almost no damage themselves. At this point, your PCs are probably extremely paranoid about the deadliness of the AP, especially after the previous module. As a result, they are tossing fireballs, buffing up reach/combat reflexes fighters with enlarge person, and other tactics for dealing with 'trash mobs', which the Lizardfolk unfortunately qualify as. Personally, I knew what was coming in the next two modules, and decided to let them have that one fight to feel awesome about themselves before the more lethal parts of the AP resume. Any semblance of tactics will dominate this fight, so don't feel bad about giving them an easy victory. There are still a couple of dicey moments in that module even (the end of it), so my advice is to let them have their moment before they get turned into Spawn of Kyuss.

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For those following at home, here's a link to an Older Thread that discussed some of the more heinous monsters in the Bestiaries. I believe that Ashiel was an affluent part of the conversation there as well. Here's another one, more recent.

No, as much as I wanted to, I didn't have access to that book at the time I wrote it. A lot of the above was just magical theory-crafting transposed to a massive scale. I have played Rifts and World of Darkness (second edition) quite extensively, so just incorporated some of that knowledge into this. If you think about it though, it is strange that the Whispering Tyrant is imprisoned where he is considering that:
A) Gallowspire was the seat of his power before his imprisonment, and as evidenced by the last module, is still quite hostile towards those unsympathetic to his cause.
B) There are at least four places (Renchurch, Casnoriva, Garden of Lead, and Ghasterhall) within close proximity to this site that contain his most powerful servants.
C) Geographically it is extremely close to the Hold of Belkzen, which for a period supplied him with legions of troops that served in life and death alike. Besides that, its an easy march to the Cenotaph, another seat of power.
So why Gallowspire? With the considerable (what would have to be Mythic) magic used to imprison him, why not use that magic to proceed into the dungeon and destroy his phylactery? Perhaps the magic was only barely strong enough to accomplish the former based on the location itself of Gallowspire. Again, i'm theory-crafting with magic, but couldn't think of any other theories that held up; someone mythic would have to be doing the imprisoning to keep a being of The Whispering Tyrant's power contained.

As far as repercussions, I am planning on having The Tyrant's Wishes duplicated on a minor scale (i.e limited wish) a little beyond geographically is given in the module. It starts as a creeping warp that extends about an 1/8 of the way into each neighboring county, which grows to a 1/4 by the time my PCs begin the next module. However, I plan on containing it there to signify the PC's victory over the Dark Young in module 4. My PCs are about one-two sessions away from ending Ashes at Dawn (though scheduling playing has been hard down here because of Carnival/Mardi Gras), so I will keep updating as it goes.

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Oh, I can claim credit for that!
Here's the link for that. Sorry, I rarely chime up about the stuff I do, but I remembered a lot of what you describe, so there you have it.

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Okay, this is cool enough that I absolutely have to report it. During the fight against Hetna Dublesse which began with the charmed guards, combined with the invisible stalkers and ended with the joining of the Glabrezu (which got off two Vrock summonings), Hetna used every trick she had to try and put down the party. Their saves were really well rolled, and eventually the Dhampir Magus managed to corner her inside the bell tower. Using the spell Arcana Theft, he successfully targeted her and stole her Cloak of Dreams. She then rolled her save against the spell and fell asleep. Since the fight was in midair, she fell off her broom, plummeting to the ground, ending her turn prone on the ground but awake from the falling damage. The dhampir then flew up to the bell, which he theorized has heavy and easy to cut. It is, and the giant bell fell on Hetna for about a third of her hit points (10d6, which she failed the save on). Fortunately, she escaped to her sister's side, but as per the module, Aisa's gonna drain her dry. A heck of a fight, but its gonna be a warm-up for the mythic version of Aisa and Konas Esprillion in the catacombs...

Yes. Though the Beast is a Construct, he has an open mind and can be subject to mind-affecting effects, such as morale bonuses like that provided by Rage. It should be noted that he can also be affected by any mind-affecting powers your PCs might possess that don't have SR like Bardic Music and other powers (some witch hexes).

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Hello Leech Swarm. Why not take 3 kinds of ability damage (one of which is Drain) on a CR 4 critter? Oh.. its aquatic, so good luck getting off those fire spells at the levels you are likely to encounter them.
Tick swarm is like its big, evil brother. Anything with blood drain on a swarm is potentially lethal.

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Oh, I totally did a write-up on how to involve a Dhampir PC into the backstory of the fifth module. Its at the bottom of this thread. Hope that helps!

captain yesterday wrote:
he is pretty much a pile of maggots himself, i'd allow it, and considering its the end chapter of a horror AP i say get brutal with them:)

Absolutely agree with this. In fact, you could allow perceptive players Spellcraft checks (at +20 DC for a "intervening barrier") to hear spells being cast from within the mass, as if the maggot swarm itself were spell-casting (which in a way, part of it is.).

I plan on giving him full mythic tiers (probably 5-7). I think most of that will focus on defensive abilities like Mirror Dodge, but some of it will reflect the tiers given to Tar Baphon as per his stats. I;m also going to have him utilize different stages of power during the fight to show his eventual possession and abandonment by Tar Baphon's spirit. My next session will be against a Mythic Konas Esprillion (the Blood Knight) and a Mythic Aisa Dublesse, so it should give me more in-game experience with running Mythic.

Tybid wrote:

It likely won't help much but when I run it I intend on using a lot of the suggestions the author offers here...


...and I intend on giving him either:

** spoiler omitted **

Also a fair number of people have suggested having the group fight him in his human form and then a fully buffed forsaken lich afterward.

My party is less skilled so I probably won't go that far. I would definitely suggest rewriting him to prey upon weaknesses of your party. He, or one of his cronies have no doubt been scrying on them a great deal.


1.) I will likely do a three stage situation where he starts transforming into a powerful monster (all spells maximized) relishing loudly in his incredible power.

2.) Tar-Baphon will take over (thus giving my pc's the chance to fight the monster they've thought they were going to fight the whole time) and the creature gains the mythic agile (maybe arcane too) template making him...

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I have been running Carrion Crown as well as play in a Kingmaker game, and both I and the DM from that instituted a maximum 5 buffs per PC rule, which has made the choosing of which buff might be the most useful a fun tactical decision besides the usual 'buff everything, be immune to 90% of the effects, and stomp everything with un-typed damage and conventional ranged/melee attacks within 2 round' fights. Even in Carrion Crown, in which my PCs have 1 mythic tier, the horror factor has persisted due to the fact that someone has nearly died every session, even at level 12. I think a buff limit should be considered for 'Unchained' as something beyond a houserule.
That said, I don't plan on allowing my PCs to advance past the second tier of Mythic, in largely thanks to your cautionary tale, Magnuskn. Thank you again for consistently posting this journal. While I own the WotR AP, I hesitate even further to run it now, at least not without some of the heavy overhaul suggested by others.

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Thematically speaking, having two sides on a conflict engage in an epic fight for the ages (i.e. mythic) shouldn't be resolved in less than six seconds. While its true that a lot of fights in PF can be as short as a round or two, Mythic accentuates this to such an absurd degree as to not even be believable. The problem isn't with both sides being fair, its the fact that both sides are armed with thermo-nuclear detonators that end the fight on their activation. This is okay sometimes, but when every single fight (and the from play journal, sounds like what happened) devolves into it, it looses everything that should make Mythic feel.. well, Mythic.

Edit: Ninja'd

I thoroughly enjoyed it. The battles were great, the CGI wasn't as over-the top as the last couple, the characterization of Thorin and his descent into madness is great, and there's enough Simarillion sprinkled in to keep me happy. Yeah, Legolas is a total jerk who gets to use "Matrix" rules at two points in the movie, but otherwise the action seemed a bit more 'believable' than the last two movies. Oh, and the ending doesn't go on for 45 minutes; I had hardly noticed that 3 hours had gone by.

Second skullboy's idea, keeping in mind the mind flayer's enormous ego. The AP and module aren't really clear on who other members of the Unseen are (Telakin's clique), but I would imagine that Xyrxog would not only have ties to them but also to the agents of Kyuss in the next module, giving you a plethora of options for enemies to supplement a street-side assault by Xyrxog. I would give him the option of escaping, forcing your PCs to track down a potential arch-nemesis before he gets out of hand.
Ideas for Allies in the Attack:
-Spawn of Kyuss
-Unclassed Avolakia (you never actually fight any of these in the AP)
-Charmed Adventurers
-Doppelganger Assassins

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A Wendigo. What, you thought the consensual imagination of thousands of players wouldn't give life to something? Now for some Vekkers stand-ins... (Don't eat each other, Paizo-nioans!)

Interestingly enough, for some reason, Qlippoth do not share the mobility of their demonic cousins; some of them have dimension door abilities (which are limited, not at will), but no teleport. Another example is the Ceustodaemon, which unlike the rest of his Daemonic brethren gets D-Door but not teleport. I wonder why these specific ones are limited in their mobility more so than all the other outsiders?
I might be missing some, but these are the ones that come to mind.
Agree about the teleporting not being useful in combat; eating up your entire turn just to reposition is rarely a combat effective move, especially when you're competing with four other PCs actions to stay alive. Now, giving outsiders the Dimensional Agility chain... that seems like a way more interesting fight.

Yes, what happened to your PCs? Did they immerge triumphant or were they skewered on the swords of Rune Giants, transmuted into golden statues as a warning to other adventurers?

I love the game, have been enjoying it since I got it (60+ hours into it). That said, the platforming DRIVES ME NUTS. The game isn't a platformer by design; the controls aren't precise enough and the map texturing isn't done well enough for it to be remotely considered in that vein, yet I find myself having to do ridiculous precision jumps to get to some of those shards (there's one particular one in the Hinterlands in the valley with the Fereldan Frostback and its wyrmlings, which up until I week ago my friends and I had dubbed 'The Valley of No'. I think I spent thirty minutes jumping around like an idiot, trying to scale up to the shard.)

Carrion Hill.. that place has some history and has changed hands so many times, you never know what you're going to find there. Also, its the Golarion city that reminds me the most of 'The Styes'.

I like the saber, but simply because it reminds me of the Kergan from The Highlander. As to the cross-guard 'problem', I'm hoping we get some sort of cool trick like Cortosis gloves (or whatever they would have to be called in Disneyland). Visually, I would love it if the bad-guy gripped the lightsaber away, like The Son in Clone Wars. It will be horribly ironic if said saber wielder loses a hand.
Unrelated: Does anyone else think the snowy-planet the Sith's walking through might be Dagobah? Like it starts freezing over once Yoda dies and maybe later gets influenced by the dark side. It has a very 'frozen swamp' look to it...

Shadows already had an ill-reputation from my playing group, so upon seeing just two spawn from an area, they went on 'red-flag/ full-defensive mode'. The PC's makeup included a Monk, which with Mage Armor cast on him gave him one of the best ACs in the game. The shadows needed 20s to hit him, so he basically drew all the shadows to him while the rest of the party fled deeper into the knot. They never did take out the shadow room, but everyone was fine with that. I used that room to drive the PCs deeper into the dungeon while also cutting them off from the outside world. The shadows spawned every two rounds, which after four such rounds was enough to raise alarm bells with my group. The other 3 PCs had a collective strength average of 10, so the danger was the shadows going after the weaker PCs. The biggest danger was a critical hit; a lucky one from one of them can kill a PC of any level instantly.

The Asmodean Knot is one of my favorite dungeons of the whole AP. Here's some stuff I am remembering from a few years back that worked for me:
-Runecurse: Absolutely love this mechanic as an active hazard which helps fuel the theme of infernal machinations and such. Even if it is quite deadly, I would keep it intact.
-Shadow Room: The upside is that the shadows aren't too intelligent and as the DM, you control the spawning rate. That said, I would describe the mirror's image as a reflection of the PCs where their shadows leap away and come to life through the mirror. Give them some sort of visual cue that the mirror is responsible for spawning the creatures. Otherwise, either reduce them to young shadows or do as I did, and use the room as a way to cut off the PCs from the outside, forcing them to do the dungeon in its entirety..
-Sian: The trick is to use her for hit and run tactics. I used her in the interconnected chambers with endless floor/ceiling loop effect, simply so she had plenty of means of escaping once she delivered a poisoned sneak attack. Consider having her do the same in any fight where she could reasonably backtrack behind the PCs. Remember to always give her an escape route.
-The Imp: I actually got my PCs to go through all the trials it suggests, but it was creative role-playing that won the day for me. I played him up as an invisible spirit, a lost ghost claimed by the Knot whose only hope of passing was to get brave heroes to undertake the trials it failed. It made it very funny when its true nature was discovered.
Most of the other fights are pretty straight-forward and the advice given in the module worked out well. Good luck!

Its a shame you can't use Advanced Players Guide, because without Shadow Strike, it kind of hedges you into having to play a race with Darkvision. Otherwise, you're going to have a lot of situations where you won't be able to sneak attack your target due to concealment from lighting.
That said, as far as Core rulebook:
As someone who has DM'd Carrion Crown as well as running a fair amount of supplemental material, I assure you that the Will save is fairly key. Even if not running the CC AP, Ustalav itself is known for its haunts, undead, curses, and what-not, and many of these employ 'save-or-suck' effects. Fortitude is secondary in this degree due to the number of diseases, Lycanthropy, level drain, and the like. In this regard, Iron Will (and even Improved Iron Will for when it matters) and Great Fortitude are solid choices.
Terrain in Ustalav can be varied, but a lot of wilderness involves difficult terrain, so I like Nimble Moves and Acrobatic Steps for setting up that Sneak Attack or breaking away. If you're utilizing Acrobatics to move around, that half speed penalty can bog you down if you have to worry about marsh or brush terrain.
There are a lot of grabby monsters in Ustalav (or certain parts), so if you think there's gonna be a lot of those, Defensive Combat Training and Agile Maneuvers can be helpful in resisting that.
Besides that, your best bet is to focus either on ranged (sniper) or melee and devote your other feats towards that. Hope that helps!

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This is sort of 'Dragon-lancey', but I'd love to be able to journey Azlant right before Earthfall. Between there, Thassilon, and some of the other lost kingdoms, you could weave a pretty effective narrative about the events that brought about the cataclysm. Double bonus points to anyone that could write the module where the PCs interact with that history, whether they are responsible for some of what happens or happen to prevent a worse future than what follows (like the entire world being destroyed instead of altered and covered in darkness). Also, since the landscape gets so fundamentally altered, it'd be neat to try and re-discover lost sights that were prevalent before the catastrophe.

Congratulations on finishing! What out of curiosity were some of your favorite moments in the AP?

First real glitch of my game. There's horses in it, which you can make jump. For some reason, a combination of jumping, dismounting, and talking to someone while inside a building makes the horse vanish into a pocket dimension, forcing you to restart if you want it back. Otherwise, I'm having loads of fun playing it. Just got it today.

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