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Wormcaller

Rakshaka's page

RPG Superstar 6 Season Star Voter. 1,166 posts. 3 reviews. 1 list. No wishlists.


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I did a review for HoH a while back that included every change I made for running it for a 5 player group. That can be found here. I also did something similar for TotB.


He probably either fudged the dice or got really lucky with the summoning. A Gladbrezu is pretty smart and knows its own chance of being able to get another of its kind is pretty low (20%) versus the 1 in 2 chance of getting 1-2 more allies. My group of four had one mythic tier, and I still didn't feel mean enough to include that second Glabrezu, two beat-sticks with mirror image and true seeing seems kind of mean, especially when you know that your PCs best 6th level spells are going to be Heal, Disintegrate, and other anti-vampire/witch spells.
In defense of your DM, its entirely within his/her bounds to have the demon shoot for the moon; all demons are as different as the layers of the abyss in their tactics, even among the individual sub-species of their kind. This is what makes fighting them unpredictable and memorable. Also, part of the thing that makes fighting so darned scary (and fun)is that very possible threat of escalation. This is especially true for the ones that have a 20-35% chance of summoning another of their kind, making what might already be a difficult fight lethal. IMC, I open roll such summon abilities in front of the players to be completely fair, it is after all a monster combat ability, already built into the monster's CR.


Agree on this %100. Carrion Crown is pretty hard at points, but giving already difficult enemies +4 to their AC and everything else that comes with an Advanced template can be.. a little bit over the top. It is especially devastating if a DM is using experience points and is dividing them among a higher number of PCs, resulting in encounters where the math of more PCs doesn't keep up with the CR's of the module, especially when augmented. This becomes especially true when fighting against some of the enemies in the final module; in fact, the very nature of Renchurch's defenses ensures that a greater number of less experienced people will be at greater risk than a smaller group of more powerful people. Once you start playing the high level game, that next level of spell choices that a dedicated, single class caster gets can make all the difference between an encounter being easy or deadly.


-Ancient Osirion (Esoteric Order of the Palantine Eye)
-Necril (numerous undead)
-Aklo (Wake of the Watcher and baddies in book 2)
-Infernal (a few enemies speak it in Books 2, 5, and 6)
-Hallit (As stated above)

Hope that helps! As mentioned, none of the above are essential but help in expanding dialogue and some story details.


If what you are saying is true, then the only counter for Mirror Image is True Seeing, a 6th level spell. So, a second level spell provides near blanket immunity from all melee and ranged attacks and can only be defeated by someone who is 8 levels higher (talking Caster Level). Doesn't that seem to be really far-fetched when you look at some of the other blanket immunity spells (Pro. Evil, Shield, Freedom of Movement) and the limited situational protections they provide, versus "The next 4 attacks against are automatic misses"?
If you want to discuss semantics of the spell, the really logical fallacy is that the spell somehow knows whether someone trying to touch you is attempting to harm or help you. It succinctly indicates that only enemies are affected by the glammer, nothing about your allies.This creates a lot of ludicrous situations where the spell knew that your ally just got dominated because its giving you a miss chance against the bad spell he's about to fling at you, despite the fact you may have no indication of it, or a well disguised rogue getting a sneak attack off when you had no idea they were there) It succinctly indicates that only enemies are affected by the glammer, nothing about your allies.
I have always (as have two other DMs I have played with) ran it as follows:
1) Closing your eyes makes you blind. Blind creatures ignore mirror image. Blind-fight is really good for this, and you can even use such tactics at range if your perception skill is good enough.
2) There is absolutely nothing in the game (RAW) that causes Blindsight or even Blindsense to be a detriment (This isn't Call of Cthulu, you want to be able to notice everything), so imposing a penalty on a creature that has such an ability while giving those that don't isn't supported by anything in the game (the same is true of Darkvision and Low Light Vision).


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You could go with the following:

1)Said BBEG replaces Radvir Giovanni somehow and serves as his role in Ashes at Dawn. While this directly transposes the plan to actively wreck havoc on the vampires, it does create a problem in that once he's defeated, you still have another half of a module.

2) Have said BBEG serve as the catalyst for the development of the Bloodbrew elixer (instead of the Whispering Way), and have him among the Barstoi witches at the abbey. (I like this the best even if it increases the difficulty of the fight.

3)Have him as his own plot, replacing the witches with him. In this way, you can customize the abbey with your own encounters more thematically in line with this villain (maybe replace a couple of the wood golems for an alchemical golem).

There is a lot of material available about the module itself on this board, most notably the DM thread (which explains a couple problems with the module, like Radvir's unlikeliness as written to be able to capture vampires). The writer, Neil Spicer, has been quite pro-active in responding and giving feedback about the module, so there's a lot of good stuff in there. Beyond that, I did a few things for the module here. Here is a review I did for the module, and here is a thread I wrote about expanding Caliphas. Hope that helps!


Seconded for the following:
-Azata (A Bralani in mid-whirlwind and a Ghaele would be nice)
-Daemons (Leukodaemon)
-Proteans (Naunet, Imentesh)
-Qlippoth (Nyogoth and Chernobue)
-More Aquatic love (Merfolk, Large Giant Octopus)

Except for the Azata and merfolk (which look like elves miniature-wise), none off the above have ever had any representation in plastic form.

I wish Huge wasn't such a tricky spot to get into a set. I would almost always take two readily usable miniatures (like Elementals, Aboleth, Froghemoth) over one awesome gargantuan miniature (which as awesome as they are, rarely see play except maybe once an AP.)


When I ran Age of Worms a while back, I had two consecutive TPKs with the same group in the exact same part of the dungeon. Not really epic or ridiculous, but there you go. (Without spoilers, it happened in the second module).


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The biggest change is made to one of the monsters in the early books that was responsible for more TPKs than all the other hard encounters in all the APs combined. (excluding Age of Worms). A few of the other encounters in Anniversary Edition are easier as well

such as:
Mokmurian, and High Lady Athroxis (who has a Glabrezu minion instead of a Shemhazian)


You know what kills just about anything in the game (including the Tarrasque) without taking a scratch itself? A quartet of ghosts from the Bestiary. While the Tarrasque's weapons function as the height of power for the purpose of overcoming DR, they are not magic with regards to incorporeal. The Tarrasque (and really most creatures with a few exceptions) have no way to deal with an incorporeal creature. So the ghosts keep hitting him over and over, bypassing its DR and eventually surpassing the regeneration. The Tarrasque can... run away, maybe? And these are just aristocrats, not PC class leveled ghosts. The only thing saving Cthulu from the same thing is his immortality.
IMO, ghosts are the worst and can kill anything of an equal if not greater CR without batting an eye. (See the number of obituaries in the first module of Carrion Crown.)


I also am wondering if anyone did anything creative with this, especially with groups that attempted Renchurch in multiple trips. I don't spoil stuff often with my players, but I have teased them that in the final module they themselves could become haunts, which they found fascinating. It'd be neat for the living bad guys who have died have their haunts echo the manner in which the PCs killed them. (So cultists killed by Flamestrikes produce a Flamestrike haunt and so forth..)


Okay, a few things:

1) Should gain Blindsense due to Protean form and 12th level. Flight should also be changed to perfect for same reason. This will alter its fly skill slightly
2) Should gain DR 5/Lawful under defensive abilities
3) I believe that its reach is limited more than is listed. Unfortunately all of its attacks except its bite should have a 5' reach.

Large evolution wrote: If the eidolon has the biped base form, it also gains a reach of 10 feet. Any reach evolutions the eidolon possesses are added to this total.

So while its bite benefits from the reach increase, none of its other attacks will.

Hope that helps!


Thanks for the response!


Noted! Give me 24-36 hours to look over it and do the math and such on your version. I'm glad you are finding my stuff helpful!


Bump.
Also, is this really that hard to form a definitive opinion on?


This came up in our Kingmaker game the other night and wanted to get clarification. Our druid has the Planar Wild Shape feat, which reads like this:

Planar Wild Shape:

You can infuse your wild shape with planar strength.

Prerequisites: Wild shape class feature, Knowledge (planes) 5 ranks.
Benefit: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template or fiendish template to your animal form. (Good druids must use the celestial template, while evil druids must use the fiendish template.) If your form has the celestial template and you score a critical threat against an evil creature while using your form's natural weapons, you gain a +2 bonus on the attack roll to confirm the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a good creature.

The celestial template gained from this ability gives the following:

Smite Evil:
1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests).

During a fight against assassins, our druid wild-shaped into a Celestial Dire Tiger and declared Smite against their leader. While the leader was still alive, the druid shifted back into humanoid form and attacked him again. After shifting back, does the Smite persist (since it says until the target is dead, etc.) or is it an ability that is only inclusive to being Celestial that disappears once that form is gone? We ruled the former, but I'd like other thoughts on it since its bound to come up again.

So, if you have a celestial/fiendish template, smite something, then change back, does the smite ability persist?


As it's creator, I can say unfortunately that I do not have Unchained and have no basis to make the comparisons (its on my 'To-get' list). Until then I will have to trust in the math and wisdom of others. (Dare I ask how the Unchained summoners differ from the normal ones?)


...but yeah, IDs are probably your best bet, without getting into 3rd party material (Tome of Horrors has a few).


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Sigh... I miss Kyuss and his spawn...


If you want to break it down into individual clans, I would have them each headed by the various NPCs presented within the module itself. This would be as follows:

Ludvick: The leader of all vampire kind within Caliphas, possibly one of the oldest things still existing within the Inner Sea Region. His rivals are few except those that want to either revive the Whispering Tyrant (Malyas, see Shadows of Gallowspire) or break free from Ludvick's control (Radvir). His servants include his stand-in Florian, and a number of sorcerers, and fighters, and anything else powerful you feel is appropriate. He probably has the most actual vampires and the fewest spawn. Probable vampire number: 31

Merrick: Her ties to nature present almost a hunter-like aspect to her and her minions. In this regard, some of her minions would probably be classed vampires with Ranger, Slayer, or Druid levels beyond her spawn. Her spawn lost their energy drain attack, instead gaining two claw attacks and a +2 bonus to natural armor. Her clan is responsible for occasionally culling undesirables from society and guarding the way to the Vampire Court. Probable Vampire number: 18

Lady Engenya: From her description, it seems that she favors the most charismatic members of society, stealing away some with simple Aristocrat levels, but also some with Bard and Sorcerer levels. I had her spawn lose their natural armor but gain Ability Focus: Dominate as a bonus feat. She and her clan would be those responsible for influencing mortal affairs within Caliphas.

Desmond Kote: This would be the religious sect of your vampires, with the majority of the vampires allied with Kote possessing cleric, warpriest, and inquisitor levels. While fewest in number due to the non-dominance of religion among vampires, the power of their followers insures that their house is one to be feared. His few spawn possessed the Advanced template. He and his followers are responsible for maintaining order within vampire society. (This is different from my game) Probable Vampire Number: 12

Radvir Giovani This would be your commercial interest for the vampires, with Radvir and his associates using their power and wealth to operate or front numerous businesses throughout the city. I imagaine a lot of this wealth makes its way back to Ludvick, but a good chunk is probably used by Radvir to eventually help try and stage his plan. His vampire minions besides those written would be rogues and bards. Additionally, I'd check the Ashes at Dawn GM thread for some excellent additional minions. Probable Vampire Number 22

Slain Vampire Mother of Quinley (an others) This could have been someone responsible for delivering messages throughout Caliphas, diplomatic liasons with other supernatural entities, or travel to and from the city. Quinley's mother (and any others) could have had fighters, rogues, wizards, oracles, or anything else that seems appropriate for the deceased. Probale vampire number: 14 and 30 various vampires between two other slain leaders.

Hope that helps!


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8 bit for me: I love MM2. I think its one of the best soundtracks. However, for the sake of variety, I'm gonna pick the first Castlevania. I've used metal-ized versions of all the tracks in that game to highlight my Carrion Crown campaign. Nothing like a heavy metal rendition of 'Wicked Child' or 'Vampire Killer' to get the blood pumping.
For 16 bit, Final Fantasy and Super Castlevania are awesome, but I am a huge fan of Super Metroid. Not only is it a flawless game, but it has some of the creepiest music I've heard on a console. Play this track when describing Illmarsh and watch your character's sanity erode like a rotting sandbar into a hopeless sea.


There are no actual vampire clans as printed in the module and supporting material. What you have are two factions within the entirety of Ustalavic vampire culture that either support the Whispering Tyrant's return or oppose it. Of the two, the supporters are more rare since the Tyrant's return would usher in a world where the vampires would have no food supply (since the endgame is everyone alive being dead). That being said, in my game I utilized the old World of Darkness type of clans to parallel some of the unique personalities that are presented within the module. I don't know if you played Vampire (I assume you have since you're referring to vampire clans), but I broke it down as follows:

-Ludvick: Ventrue
-Merrick: Gangrel
-Lady Evgenya: Toreador
-Arkminos: Nosferatu
-Radvir: Brujah
-Aisa: Tremere

I had Desmond Kote be a villain and had a nest of Urgathoan worshipping vampires (Sabbat) lurk in the darkest catacombs as a red herring for the true vampire murderer. Some of the changes I used can be found in my Expanding Caliphas thread and my review of Ashes at Dawn here. Hope some of that helps.
As to your questions-
1 and 2)I assume its one vampire per 100 people in the city, including Spawn. For its 15,640 people, this makes about 156, give or take (which is substantial). You can divide that number among the most prevalent vampires to come to a number for each clan, with fluctuations based on the vampire's personal preferences with regard to spawn, feeding, and so forth.
3) As written, the conflict is between those that want the Tyrant back and those that don't. As expanded, you can certainly have the different personalities and their retainers clash on political and martial levels. For my part, I had spawn corresponding to different vampire "clans" have different powers, such as Merrick's spawn having a barkskin ability to harden their hide.
4)To a degree like any hierarchy, they all answer to Ludvick, but from there, I imagine each individual vampire has its own lesser network of spawn and servants. There are of course exceptions, but since Ludvick is the oldest and most powerful among them, he has all the cards.
5) From all that is written in Rule of Fear (an excellent supplement), Caliphas in mentioned as a city where vampires roam. I imagine in mechanical terms, it would reduce the percentage of vampires in those cities versus Caliphas to somewhere between 1 in 200 to 1 in 1000 people being a vampire.


Review of Ashes at Dawn


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I'd like to see a Leukodaemon; there's a fair amount of adventures that use them. Really, any of the daemons and devils would be excellent.. qlippoth for that matter (though giving tangible, physical forms to creatures of raw chaos is always a dangerous proposition).


Done and done. Again, thanks for all your feedback and information about the module's details; it definitely helped expand on a lot of what is written.


Not to tout my own stuff (though that's exactly what I'm going to do), but I came up with three escalating haunts for each of the five prisoners. Some of the early, lower level ones might be appropriate as a single, manageable-by-one-PC type of encounter. Here's the Link . Hope that helps!


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
-DEFENSE-
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
-OFFENSE-
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)
-STATISTICS-
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.

MYTHIC SPECIAL ABILITIES
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
-DEFENSE-
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
-OFFENSE-
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)
-STATISTICS-
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

MYTHIC SPECIAL ABILITIES
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

WHAT WE LIKED

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.

Caliphas
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.

DISLIKED:

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.

ADDITIONS (STORYWISE FOR MYTHIC AND A DHAMPIR):

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

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.

Glabrezu:
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.

Witchfires:
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.
Thanks!


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):
-Hagmouth
-Knights of Ozem (already foreshadowed them in book 3)
-Banshee
-Hungry Earth Haunt
-Tyrant's Whisper Haunts
-Svoac and the Evil Trees
-Asphyxiating Taxidermy Haunt
-Lazurite Focus and Renchurch Novices
-Lucimar
-Nalthezzar (alchemist Lich)
-Dead Water Haunt
-Impaled Haunt of St. Vesbias (already foreshadowed)
-Rejuvenating Lich and Cenobites
-Revenants
-Totenmaskes
-Ghostly Necromancers
-The Urgathoan Fly
-Worm that Walks (they killed the person this turns into)
-The Grey Friar and crew
-Marrowgarth
-General Sey'lok
-Gallowdead
-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
-Bodaks
-Chittering Skulls Haunt
-Augnagar Qlippoth
-Devourers
-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.

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