Paizo Charter Superscriber. Pathfinder Society Member. 2,122 posts (2,140 including aliases). No reviews. 5 lists. No wishlists. 1 Pathfinder Society character. 1 alias.
I had some ideas about roles aboard the ship. Don't want to ruin anything for players so put it all in the spoiler:
GMs only:
So when the PCs finally get their own ship, I was thinking of introducing 8 Officer positions which must be filled in order for the ship to function properly. The ranks are:
The PCs will be expected to fill these roles although NPCs can be drafted in to fill gaps or to replace PCs who aren't that good at sailin'. Each officer (except Captain and First Mate) can also select a mate from the NPCs who will assist them in their duties (no mechanical benefit other than delegation, see below) and take over duties when the PC is away a-swashbucklin'. In the absence of the Captain/First mate, the Boatswain (or Boatswain's mate) takes command of the ship.
Each day, the officers will be given tasks just as they did when they were swabs on the Wormwood (and any PCs who choose to remain as Riggers/Swabs will still use those tables). These tasks are slightly harder but some grant mechanical bonuses or penalties to the ship or crew.
I am unsure as to the mechanical penalties for failing checks (any ideas?) but possibly some sort of penalty to infamy/disrepute or negatives to influence the NPCs? If things get bad enough maybe the NPCs will mutiny themselves!
I guess the idea was to allow PCs to perform ship actions in the same way as the early adventures, but I was planning to expand the ship actions list to include crafting/magic item creation/NPC development/exploration etc so as to give PCs a reason for delegating or 'shirking'.
1d8 Captain’s Tasks 1 Must I do everything myself? - roll on random duties table then roll on this table again. All tasks must be completed.
2-3 Bark orders- DC 10 Profession (sailor) and DC 10 Diplomacy or Intimidate checks
4 Swing the lead- DC 10 Intimidate and grant one crew member +1 to today’s checks. If he fails his check all crew gain -1 tomorrow’s check if he is not punished.
5 Captain’s eye- DC 15 Profession (sailor) and DC 10 Perception checks to notice a something which grants Sailing Master +2 to today’s checks. Fail both: Sailing Master takes -2 to today’s checks.
6 Difficult decision- Choose two crew members. DC 15 Profession (sailor) check. Pass: one gets +4 to today’s check, one get’s -2. Fail: both get -4 to today’s check.
7 Entertain the crew- DC 12 Perform check or spend 1d6x100gp in throwing a party.
8 Piracy!- must use one imposition today. If not, make a DC 20 Profession (sailor) and DC 12 Intimidate or Diplomacy check or lose 1 plunder as crew demand more shares.
1d8 First Mate’s Tasks 1 Re-assigned- roll on random duties table
2-3 Captain’s stead- roll on Captain’s table
4 Assess the ship- roll on Boatswain’s table
5 Shallow waters- roll on Sailing Master’s table
6Master at arms- roll on Master Gunner’s table
7 Man the helm- DC 10 Profession (sailor) check and a DC 10 Constitution check to avoid fatigue
8 Quell talk of mutiny- DC 12 Intimidate or Diplomacy check plus DC 10 Sense Motive check. If pass all three: Captain gains +2 to next task check. If fail all three: Captain takes -4 to next check.
1d8 Boatswain’s Tasks 1 Re-assigned- roll on random duties table
2-3 Report to the Captain- DC 10 Profession (sailor) check and DC 10 Appraise or Perception check
4 Assess the Rigging- DC 10 Climb check and DC 10 Appraise or Perception check
5 Assess the crew- DC 10 Sense Motive and DC 10 Profession (sailor) checks.
6 Crack the whip- DC 12 Intimidate check and DC 5 Constitution check to avoid fatigue.
7 Man the watch- DC 12 Perception check and DC 10 Profession (sailor) check.
8 The bloody hour- DC 12 Intimidate check and 3 Attack rolls with whip, cat or rope bash. Pass all 4: 1 crew member per Cha bonus gains +2 morale to next task check
1d8 Ship’s Cook Tasks 1 Re-assigned- roll on random duties table
2-3 Cooking- basic tasks. DC 5 Profession (cook) check
4 Fishing- DC 10 Profession (fisherman or sailor) or Survival. Fail: DC 5 Constitution check or fatigued.
5 Change of shift- DC 10 Profession (cook) check and DC 10 Perception check
6 Slaughter the Pig- DC 12 Profession (cook) or Survival check
7 Exotic animal- DC 10 Knowledge (any) and DC 12 Profession (cook) checks
8 Special treat- DC 15 Profession (cook) check. If successful: two crew member per Cha bonus gain +2 morale to next task check. If fail: cook and mate are fatigued (no check).
1d8 Master Gunner’s Tasks 1 Re-assigned- roll on random duties table
2-3 Clean Ordinance- DC 10 Profession (soldier or sailor) check
4 Re-calibrate weapons- DM selects one random weapon. Profession (sailor or siege engineer) DC 12. May re-roll until succeed check, each attempt wastes 1d3 shots of ammunition.
5 Boarding School- teach swabs to board. DC 10 Intimidate check and either DC 10 Appraise or Knowledge (soldier) check.
6 Combat school- teach swabs to fight. DC 10 Intimidate check and DC 15 melee attack roll or CMB check.
7 Target Practice- DC 12 Intimidate check and hit AC 15 with ranged weapon. Each attempt wastes 1d3 ammunition. May re-roll failed checks. Roll a natural 20 to shoot down a rare animal (granting +2 to cook or cook’s mate’s next check).
8 Break up a fight- DC 20 Intimidate check or DC 15 CMB check. Failed check: 1d6 non-lethal damage and one crew member is knocked unconscious (-2 to surgeon’s next check).
1d8 Quartermaster’s Tasks 1 Re-assigned- roll on random duties table
2-3 Organise stock- DC 5 Intelligence check or DC 10 Profession (merchant or sailor) check instead
4 Find a missing item- DC 10 Search check, can re-roll but must test for fatigue (DC 5 Constitution check)
5 Purchase stock- DC 10 Appraise check and DC 10 Diplomacy check
6 Sell stock- DC 10 Diplomacy check and DC 10 Sense Motive check
7 Spot a thief- DC 12 Perception check or DC 12 Intimidate check
8 Rare acquisition: DC 20 Appraise check to provide +2 to next attempt to sell plunder or influence notoriety. No repercussions for failing check.
1d8 Sailing Master’s Tasks 1 Re-assigned- roll on random duties table
2-3 Read the skies- DC 10 Knowledge (nature or geography)
4 Plot a course- DC 10 Profession (sailor) check and DC 10 Survival or Knowledge (nature)
5 Shallow waters- DC 10 Survival or Knowledge (geography check) and a DC 10 Perception check
6 Avoid a storm- DC 12 Knowledge (nature or geography) check
7 Man the helm- DC 10 Profession (sailor) check and a DC 12 Constitution check to avoid fatigue
8 Changing weather- 2 DC 15 checks, either Survival, Knowledge (nature or geography), Profession (sailor) or Perception. Required skills chosen by DM or rolled randomly.
1d8 Surgeon/Carpenter’s Tasks 1 Re-assigned- roll on random duties table
2-3 Minor repairs- DC 10 Craft (ships or carpentry) check
4 Sprained joints- 2 DC 10 Heal checks
5 Extensive damage- DC 12 Craft (ships or carpentry) check and a DC 5 Constitution check to avoid fatigue
6 Amputation!- DC 12 Heal or Craft (carpentry) check and a DC 5 Constitution check to avoid sickened for 1d3 hours
7 Hard to reach damage- DC 10 Climb check followed by DC 10 Craft (ships or carpentry) check
8 Scurvy dogs! DC 15 Heal check and make Fortitude save vs. one random disease
An Officer can delegate his tasks to his mate.That crewmember must complete his own tasks in addition to any tasks from his superior. All checks performed by the mate are at -2 and he must also test for fatigue at the end of his shift (DC 5 Constitution). If the crew member’s tasks already required a Constitution check, the DC is increased by 2 instead. Delegating in this way leaves the Officer free to act as normal and not take any checks that day. The Captain can delegate to any member of the crew (though usually the First Mate)
What do y'all think? This is the first draft and I've yet to start actually playing the AP so any ideas/comments/suggestions would be very welcome!
Also if any of you like these rules, please feel free to use them yourselves! :D
As long as they don't progress the timeline the setting can continue to grow and the only difference between 'nice middle ground' and 'lots of detail' is which books you buy and how many.
OK, as promised and late to set sail here's the first extra, an NPC that when I thought on was one NPC too many for the PCs to interact with, however, you may wish to use him in preference to another perhaps:
Dungrin – The Whispering Dwarf (Swab)
Indifferent
A handsome dwarf who leans upon a weathered driftwood staff.
Let me tell you a secret. Dungrin is also a pressee, he was involved in a most profitable gambling scam with Crab Maglimbenry, a notorious (pretend) blind gnome rogue who operates out of the Formidably Maid in Port Peril, when he let his guard slip by inviting pirates into the scam. He woke up on the Wormwood 2 days ago and, although initially he hated his situation, he now sees a considerable profit can be made from it by being everyone’s friend. Secrets, he is sure, are worth money aboard the Wormwood.
In terms of the PCs, Dungrin is never openly helpful or hostile to anyone, preferring to brood upon his feelings to act upon at a later date. Does he side with the PCs, learning things from Plugg and passing them on, or does he pretend to be friendly with the PCs and secretly betray them at some point?
DUNGRIN CR1
XP 400
Dwarf sorcerer 2
NL Medium humanoid
Init +3; Senses darkvision 60 ft., Perception +1 (+3 to notice unusual stonework)
DEFENSE
AC 13, touch 13, flat-footed 10; (+3 Dex)(+4 dodge against giants)
hp 14 (2d6+2)
Fort +1, Ref +3, Will +4 (+2 save against poison, spells and spell-like abilities)
OFFENSE
Speed 30 ft.
Melee dwarven waraxe +2 (1d10+2/x3) or
2 claws +2 (1d4+2)
Ranged heavy crossbow +3 (1d10/19-20x2) or
dart +3 (1d4/x2)
Special Attacks +1 attack against humanoid creatures of the orc and goblin subtype
Spells Known (CL 2nd; concentration +4)
1st (5)—charm person, mage armor, magic missile
0 (at will)— acid splash (+1 damage), flare, guidance, open/close, resistance
STATISTICS
Str 14, Dex 16, Con 13, Int 12, Wis 12, Cha 14
Base Atk +0; CMB +2; CMD 19
Feats Eschew Materials, Scribe Scroll
Skills Bluff +5, Climb +3*, Intimidate +5, Perception +1, Sense Motive +3, Spellcraft +4
Languages Dwarvish, common, goblin
SQ bloodline – draconic (green), +2 save against poison, spells and spell-like abilities
Combat Gear dwarven waraxe set with obsidian wolf figures being dismembered by dwarves on fire worth 120gp, 12 darts, heavy crossbow, 12 bolts, scroll of magic missile and mage armor, 3 scrolls of charm person Other Gear hooded cloak, staff made of weathered driftwood carved with warding runes, potion of blur, potion of cure moderate wounds, mummified owl head, pocketful of owl pellets, key to locker, calabash with silver stem worth 15gp, pound of Hobb Dark Shag tobacco flavored with brandy; Locker (average lock) 35gp, scroll of magic missile, vial of antitoxin
TACTICS
During Combat Cagey. Dungrin prefers to operate at the edges of combat, ideally above and from some sort of cover. He never enters combat unless wearing mage armor and ideally having consumed his potion of blur if the fight looks tough.
Morale It is better to fight another day and be a coward today. Escape if possible when reduced to half Hit Points, but otherwise surrender or flee when so injured.
April 20, 2012
Tsar is printing! Notices for shipment have gone out, so if you have not yet received one, please email me at bill@talesofthefroggod.comThis e-mail address is being protected from spambots. You need JavaScript enabled to view it . Books will ship May 28, with shipment from Paizo (if you bought from their site) about a week later. Greg flies up the week before so we can sign and number the copies ordered directly from us!
RA Reloaded is very rare and expensive…so yes, we are redoing both a Swords and Wizardry and a Pathfinder version (pre-sale in about a month)—including 20 or so new levels (I am finalizing the last 2 this next week). This puts it over 50 levels!
We added a number of lower level areas (character levels 1-10), a village, a Temple of Tsathogga with a three level dungeon of its own, and several deeper levels (wait until you see my treatment of the will-o-wisp on Level 12C). I am also making it a faux-leather, stitch bound hardcover that will look like a Bible, and we are doing a series of 50-60 battle maps (miniature scale) of key encounter areas. Everything is drafted except 2 levels I am behind on (5B and 13C)—maps are in, art is ordered, and editing is in progress! Go Skeeter, John (Stater) and Dawn! The SW version will feature a red cover, and the Pathfinder version will be blue. Retail price is TBD (probably about $100). We may do this as a kickstarter project so we canm print more and get it into distribution. Please let me know your thoughts about this. We could offer premium packages at higher donation amounts--not sure what all would entice folks (a trip to Dallas or PaizoCon with teh Frogs perhaps?).
Page 25: Animal Speaker archetype for the bard gets an ability at 3rd level called soothing performance...[/ooc]
True. Noted. (IMO, the "soothing performance" Core Rulebook ability is poorly named.)
Page 48: Bladebound archetype, Life Drinker ability, last sentence, "must have" should be changed to "must have at least".
The "must have at least" language isn't actually needed. A 20 HD opponent has 10 HD and qualifies as a valid target for life drinker, in the same sense that a 20 Str opponent has 13 Str and qualifies for Power Attack.
Page 55: Metal mystery, bonus spells, 14th-level spell statue, the part in parenthesis should be changed from "(metal statue instead of iron)" to "(metal statue instead of stone)."
When we compile errata for a book, we sort it into two categories: stuff that affects the rules, and stuff that doesn't affect the rules (like typos, misplaced commas, and so on). We make all of the corrections in the file that goes to the printer, but only the stuff that affects the rules gets posted as the errata for the book. I'm holding a 2nd printing Ultimate Magic, and the entry you're talking about has been changed to "metal statue instead of stone," so the error was fixed, it's just not listed in the game-affecting public part of the errata. I'll make a note to have it moved to the other category, as "instead of iron" vs. "instead of stone" is a rule-affecting change.
Page 70: Header for the Arial wild bloodline should be changed to "Aerial."
This is in the typo category, and is corrected in the 2nd printing.
Page 85: Hedge Witch archetype, Spontaneous Healing ability, 2nd sentence, "an orison" should be changed to "a cantrip".
This is in the typo category, and is corrected in the 2nd printing.
Page 98: Optional: Benefits of Harmful Conditions section, Bleed paragraph, last sentence, "when using an inflict wounds spell" should be changed to "when using an inflict wounds spell to cause damage".
Clarification not really needed.
Page 101: Wizards, Sorcerers, and Summoners section, first sentence, "binding insiders" should be changed to "binding outsiders".
Typo, corrected in second printing (hereafter I'll just say "typo" in response to this sort of thing).
Page 112: Bestiary and Bestiary 2 Construct table, doesn't include the new construct added to the first Bestiary via errata, the Cold Iron Cobra.
We don't design new content for a book's next printing in response to material added to another book in errata; that way lies madness.
Page 115: Construct Armor, 1st paragraph, 3rd sentence, says "regains all the hindrances" but the FAQ says this should say "retains all the hindrances".
Typo.
Page 119: Pig stat block, wrong XP value. "XP 100" should be changed to "XP 135".
Noted for errata. More XP for the heroic pig-killers out there!
Page 122: Book of the Grave, 3rd-level spells, the spell vitriol does not exist.
Noted for errata. It should be vitriolic mist.
Page 123: Tome of the Transmuter, 1st-level spells, the spell hush does not exist. The errata had another book with this spell change it to forced quiet.
Noted for errata. It should be time stop. Just kidding.
Page 124: Manuscript of Jack Were-Son, 2nd-level spells, the spell metabolize does not exist. The errata had another book with this spell change it to accelerate poison.
Noted for errata.
Page 124: Insights of Far-Seeing Taernis, 2nd-level spells, the spell fantastic reach does not exist. The errata had another book with this spell change it to alter self.
Noted for errata.
Page 124: Insights of Far-Seeing Taernis, 2nd-level spells, the spell metabolize does not exist. The errata had another book with this spell change it to accelerate poison.
Noted for errata.
Page 127: Library of the Dancer of Skins, 6th-level spells, the spell lightning field does not exist. The errata had another book with this spell change it to chain lightning.
Noted for errata.
Page 127: Library of the Dancer of Skins, 5th-level spells, the spell comet does not exist. The errata had another book with this spell change it to life bubble.
Noted for errata.
Page 135: Depletable Statistics sidebar, 2nd paragraph, 2nd sentence, "-10 penalty on her Wisdom saving throw" should be changed to "-10 penalty on her Will saving throw".
Typo.
Page 144: Greater Blighted Critical table entry, prerequisites, "Greater Blighted Critical" should be changed to "Blighted Critical" (in other words, it shouldn't have itself as its own prerequisite).
Good catch, noted for errata.
Page 147: Concussion Spell metamagic feat, "Concussion" should be changed to "Concussive".
Meh, doesn't really matter, the metamagic feat names don't follow a consistent style. Some are regular verbs (Extend, Maximize), some are adjectives (Elemental, Focused), some are gerund verbs (Bouncing, Burning).
Page 147 and 158: Toppling Spell metamagic feat, table on page 147 says the spell affects spells with the [sonic] descriptor, but the feat description on page 158 says it affects spells with the [force] descriptor.
The feat description is correct and the table was corrected in the 2nd printing, but it looks like the public errata document doesn't include it, as if it were a typo. I'll make a note to have the public errata document fixed.
Page 196: Antipaladin spells, 1st-level antipaladin spells, summon minor monster, all of the summon monster spells available to the antipaladin in the Advanced Players guide have a special mention in parenthesis saying "(evil creatures only)". This should as well.
Hmmm. I see the point of making that consistent, but adding that text would make that spell run over to a 2nd line, and that would shift everything down one line, in particular the 3rd-Level Antipaladin Spells header, and that would just leave 1 line of spell text before the column break, and publishers generally don't do that. So I'll note it, but I don't think it'll actually get changed because it'll affect the spell lists for the rest of this chapter Cleric 1, Druid 5, Inquisitor 3, and Ranger 1 would also be affected by this change).
Page 208: Bestow grace of the champion spell, [law] descriptor should be changed to [lawful].
Noted for errata.
Page 208: Bestow grace of the champion spell, Saving throw line says "yes (harmless)". This is not a valid saving throw entry.
Heh, nice. Noted.
Page 208: Blessing of the mole spell, Area entry, should actually say "Target" instead of "Area"
Noted.
Page 209: Bungle spell, Core Rulebook says all enchantment spells are [mind-affecting] spells, so it needs this descriptor.
Noted.
Page 210: Burst of nettles spell, all conjuration spells belong to one of the 5 conjuration subschools. This one is probably (creation).
Noted.
Page 210: Caustic eruption spell, first sentence of description says the spell originates from your space but the range of the spell is medium range.
That's how centered-on-you spells are written; Range is how far from you the spell can reach, not necessarily how far away from you the origin can be. See prayer as another example.
Page 211: Cold ice strike spell, the errata implemented only part of the FAQ update for this spell, saying to add a Components entry with "V, S". The FAQ, however, mentions a third component of "M (a small crystal or glass rod)".
I cut the material component when creating the errata. I'll update the FAQ. Thanks!
Page 213: Create demiplane spell, description mentions gp required to make permanent with a permanency spell, but not the minimum caster level required. Going by other spells of this level that can be made permanent, it's likely CL 17.
... which is the minimum level to cast the spell for all classes except summoner (CL 16th). Doesn't matter, really.
Page 214: Create demiplane, greater spell, description mentions gp required to make permanent with a permanency spell, but not the minimum caster level required. Going by other spells of this level that can be made permanent, it's likely CL 18.
Considering that you can't cast the spell until CL 17th, it doesn't really matter.
Page 214: Create demiplane, lesser spell, description mentions gp required to make permanent with a permanency spell, but not the minimum caster level required. Going by other spells of this level that can be made permanent, it's likely CL 16.
As above, doesn't matter, really.
Page 215: Curse of disgust spell, Compulsion should be moved from the list of descriptors and made into the spell's subschool.
Noted.
Page 216: Delay pain spell, Core Rulebook says all enchantment spells are [mind-affecting] spells, so it needs this descriptor. Additionally the book doesn't say so, but all enchantment spells in that book belong to a subschool, and it's likely this one's supposed to, too.
Noted. It should be a compulsion subschool spell.
Page 218: (Possibly not errata) Ear-piercing scream spell, based on the description, a 1st-level character actually wouldn't do any damage with this spell, but they would pull off the dazing ability of the spell. It's hard to tell if this was intentional or not.
Not errata.
Page 218: Eldritch fever spell, casting time says "1 standard" but should be "1 standard action".
Noted.
Page 219: Fickle winds spell, missing its Components entry and its Range entry. The Components entry should be "V, S" as stated in the FAQ (but somehow left out of the errata). The Range entry is still up in the air. The spell doesn't mention specifically mention the words "this spell functions like wind wall except..." but it does mention that spell, so it's possible the range was intended to be medium like that spell. Lastly, the Targets line should have the words "or more" deleted.
Hmm, I had this noted for errata in my 1st printing copy of the book, but it didn't make it into the errata. I'll note it again. Range should be Medium. The "or more" in the Targets line is correct. Noted.
Page 225: Ki arrow spell, all conjuration spells belong to a subschool. (Creation) seems the most logical choice. Additionally the Saving Throw entry just says "Fortitude (object)" and leaves out the key words negates, partial, half, etc. It's most likely "negates".
Noted and noted.
Page 227: Mad hallucination spell, Range entry. says "close (20 ft.)" but close range is not simply 20 ft. it's 25 ft. + 5 ft./2 levels.
Noted.
Page 228: Mad monkeys spell, 4th sentence of the description, mentions oracles and how Wisdom is used to determine the effects of the spell for them but 1)Oracles use Charisma for that stuff and 2)Oracles can't cast this spell.
Typo.
Page 228: Malfunction spell, transformation school should be changed to "transmutation".
Typo.
Page 228: Marionette possession spell, Saving Throw entry says "Will negates (see text)" but this spell can only be cast on willing creatures, so why would they need a saving throw.
Noted (should be "none").
Page 229: Monstrous physique I spell, 1st paragraph of description, last sentence says "you gain the aquatic and amphibious subtypes" but it should say "you gain the aquatic subtype and the amphibious special quality." Additionally there is a section for Small monstrous humaonids, but the only ones from the three bestiaries are the charda (Bestiary 2), kappa, and pukwudgie (both Bestiary 3). It's uncertain if applying the Young Creature simple template to Medium monstrous humanoids is allowed for this spell.
Amphibious: noted.
Small: just because few such creatures exist in the hardcovers doesn't mean the spell can't allow you to do it for future/AP/3rd-party content.
Templates: from the Core Rulebook, "Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature."
Page 229: Monstrous physique II spell, has a section for Tiny monstrous humanoids, but in all three bestiaries, there are no Tiny monstrous humanoids. The only way would be to apply the Young Creature simple template to the charda (Bestiary 2), kappa, or pukwudgie (both Bestiary 3), but it's uncertain if this is allowed.
See above.
Page 229: Monstrous physique III spell, has a section for Diminutive monstrous humanoids, but in all three bestiaries, there are no Diminutive monstrous humanoids, or Tiny ones that could be made smaller using the Young Creature simple template as described in the previous entry. There is also a Huge monstrous humanoid section. The only Huge monstrous humanoid in all three bestiaries is the Thriae Queen from Bestiary 3. It is uncertain if applying the Giant Creature simple template to Large monstrous humanoids is allowed when casting this spell.
See above.
Page 233: Protective penumbra spell, the S in the Components entry has a suggestive little comma after it. It's uncertain if this is a typo or if there was supposed to be an additional component. The penumbra cantrip that was cut from the book had a material component in the form of "a bit of soot."
Typo.
Page 237: Shard of chaos spell, the chaos descriptor should be changed to "[chaotic]".
Noted.
Page 238: Smug narcissism spell, has two, conflicting Duration entries.
Noted (the non-instantaneous duration is correct).
Page 241: Summon minor monster spell, as mentioned before, the last sentence of this spell should have ", except for antipaladins which may only apply the Fiendish Creature template" added to the end of it.
Meh.
Page 241: Surmount affliction spell, the Range entry and the Target entry should be exchanged.
Noted.
Page 241: Symbol of revelation spell, since it operates like faerie fire, it's possible it should have the [light] descriptor.
Noted.
Page 243: Temporary resurrection spell, doesn't have a Saving Throw or Spell Resistance entry like other resurrection-type spells have. Usually it should say "Saving Throw none; see text; SR yes (harmless)" where "see text" refers to a section in the description that mentions that if a target is unwilling to return from the dead, the spell fails (which this spell doesn't mention, either). Additionally the spell fails to mention what condition the corpse needs to be in first. Also, and this may be strictly a flavor thing, it doesn't really say what the appearance of the temporarily resurrected creature has, whether it looks good as new or if it still bears the marks of its demise or decay.
Save: true (should be same as resurrection).
Body condition: true (ditto).
Flavor: You've been resurrected, so you don't look beat up. The spell doesn't say you look beat up, so it's safe to assume that it's like other resurrection-type spells, just temporary.
Page 246: Utter contempt spell, Core Rulebook says all enchantment spells are [mind-affecting] spells, so it needs this descriptor. Additionally the book doesn't say so, but all enchantment spells in that book belong to a subschool, and it's likely this one's supposed to, too.
Noted (it should be a compulsion).
Page 249: Youthful appearance spell, fails to mention a Saving Throw and Spell Resistance entries.
The module assumes that after they rescue him, the PCs will ask Biyo Venna where they are and how they got there. Biyo's role in the universe is specifically to find a hero (or a team of heroes) to tell his tale of woe to. They have, after all, just been ejected from a gypsy wagon in a cloud of cards and been dropped into a twisty, curvy, fake-looking world and been jumped by a gang of crows dressed as clowns; questions should abound and Biyo is the first friendly face they encounter.
As for how to share that info: Have fun. Biyo is overly dramatic and hero-worshipping; he thinks the PCs are the protagonists and that they will save the day. He'll grovel, refer to them by mighty titles, and occassionally try to cram pointless exposition into the conversation.
If the PCs opt to not talk to Biyo, then they'll probably spend some time confused. Any of the conspirators will know about Sonnorae and her tokens (they created them, after all) and would be willing to explain (their version) of what happened with the PCs if made friendly. They all know that Zassrion ultimately controls the Harrowed Realm as well, that the Patchwork Lord likes to drag mortal into the dimension for nefarious experiments, and that the dragon is obsessed with escape. All the Conspirators also know that their tokens tug in the vague direction of Zassrion's mobile fortress, and suspect that more tokens equals more accurate directions
Besides Biyo and the Conspirators, few of the storykin are aware enough to understand the world. Mourning Choir knows the history of the Realm and will share it if asked, but she doesn't know much about recent events (such as Zassrion's escape plot). Marzalee's midwife, Molly, shares some of the Queen Mother's conspirator-inspired awareness thanks to their marriage, and could make a good secret ally quietly guiding the party from the shadows (Molly isn't happy with the realm's balance of power, and doesn't share her mate's single-minded artistic bent). And while he doesn't understand much about the PC's or the Realm's larger place in the cosmology, Algon the Ever-Seeking might opt to take on the PCs as "squires" upon meeting them (if he can be made friendly or helpful), and only betray them once they learn the basics of the realm.
You could also leave things more mysterious and just drop hints and clues and rely on the players to investigate and make knowledge checks whenever they find clues or encounter a new twist on the world. Knowledge (the planes) could reveal that the PCs have become trapped in an pocket dimension, and some magical experimentation would reveal that there's no conventional exit. Knowledge (history) or (nobility) could give some context to the name Sonnorae the first time they discover it scrawled on a doorway or gate or book cover. Knowledge (engineering) or (nature) may reveal that the world is a sort of construct; like an oversized, elaborate stage or puppet theater that is probably control from some center location. With Knowledge (arcana) they might deduce that invisible threads of magic crisscross the Realm, probably connecting various "anchors" (the tokens), and collecting those anchors in one place might reduce the clutter and make it easier to follow those invisible threads to more anchors.
Worst case scenario, you can have the PCs stumble across the peddler Everready Jacob, and add Sonnorae's personal journal to his stock (a bargain at only 50gp!), spelling out the Harrowed Realm's history and even more recent developments (curiously, the handwriting changes sharply at a certain point, becoming scratchy and erratic, starting with an entry describing her murder).
I just want to point it out explicitly, because it didn't quite come through on the above staff posts: the "...as Characters" blocks in Bestiaries are for NPCs only. It's a common mistake to interpret them as "Player" races; they are not. Those blocks are for GMs to make NPCs that advance with class levels, and most of those races are wildly inappropriate for player use.
The official stance in Golarion is that if you're a cleric, you MUST have a patron deity. That's one of the big things that makes clerics not a different type of spellcaster.
(And yes, I wish I had a time machine so I could go back and fix the Core Rulebook so that it says that there in the Core Rulebook as well.)
You're free to say clerics don't need deities in games you run, just as you're free to say wizards don't need spellbooks or rogues don't need thieves' tools or whatever... but the baseline assumption for our campaign setting is that clerics must worship a deity.
But why? What is the reasoning?
For several reasons: here's the main ones.
1) Because there are several divine caster classes in the game, and of them all, only the cleric requires that you worship a deity. The others do not (although they can function that way). Having at least ONE CLASS in the game that worships deities in order to receive their powers is important, and having that be the oldest and most traditional of those classes is also important, since the gods are VERY IMPORTANT to the campaign setting.
2) Cleric domains are tied very closely to the gods. Other classes get domain access... but it's limited and an "also" power—for clerics, domians are a core fact. Since they're organized by deity, then it's logical that clerics should be organized by deity.
3) World verisimilitude. Golarion is an established setting with traditions, and those traditions include worshipers of each type of deity having traditions. And by "traditions" I mean powers that you expect. When you encounter a wizard, you expect to find a spellbook. When you encounter a paladin, you expect to deal with lawful good. And when you meet (or play) a cleric, most folks expect that cleric to worship a deity. And that includes the type of powers that deity grants.
4) Class distinctions. Clerics are similar to oracles in game play, just as sorcerers are similar to wizards. These classes NEED differences. For the sorcerer/wizard, one such difference is the reliance on a spellbook. For the cleric/oracle, one such difference is the devotion to a deity as opposed to devotion to something else.
5) My preference. As the creative director of the company and of Golarion, I make most of the decisions for what is and isn't part of the setting. It's my responsibility to make sure Golarion is not only the best setting for the game, but the best setting for Paizo for everything—not just the game, but as an intellectual property that can be licensed to video game or comic books or movies or whatever. One of those decisions I've made is that clerics worship deities, and I prefer not to go back on decisions about the world unless I have to. And as it works out, I actually REALLY VALUE the fact that clerics must worship deities.
FINALLY, you mention "confusing the setting rules with the class rules." Nothing's further from the truth. The class rules set in the Core Rulebook are the baselines for those classes... and those baselines change once those rules get into a setting. For Golarion, those baselines change very slightly... but they DO change here and there. And Clerics having to worship a deity is one of those changes.
And you can go back to 3.5 all you want... but Pathfinder is NOT 3.5. There's a lot similarities, but the people who built that game are NOT the ones who built Pathfinder. We have different philosophies than those who designed 3.5 (and 3.0, for that matter, which was ALSO a different team), and using rules elements from other games to try to validate arguments about the rules in Pathfinder is a waste of time.
IN THE END, though, it's your game as much as anyone else's. If you want clerics to be able to not worship deities, that's a fine change for your setting or your version of Golarion—it's not really one that will impact game balance at all. The reasons I list above are baseless and blather for anyone else's iteration of Golarion.
But I'm not talking about anyone else's version of Golarion. I'm talking about the baseline version of it that we have to assume is the common ground between ALL versions of Golarion throughout game groups across the world. We NEED that common ground in order to be able to present a stable, consistent game setting. And one of those constants is the fact that clerics must pick deities.
That's not gonna change for Golarion. If we do another campaign setting, we might do things differently.
It could just be that some of us play for fun, we choose character based of what we want to play as not what some math major says is how to win the game
A)Liebdaga the Twit: There's been a similarly titled thread that goes into more details on this. This encounter took what could have been one of the best modules and turned it into a major disappointment. Its always hard to gauge a party's capabilities, but against Liebdaga, the numerous ways of weakening the Pit Fiend neutered him to the point of being completely ineffective. I think he got off three standard actions the whole fight. I like the idea of having a lower level party of PCs going up against a high CR that's been weakened in some way (like Dragotha), but the weakening goes too far here.
Fix: In hindsight, I would have removed the staggered condition and the "Stun him with the Contract" mechanic to make the fight more exciting. Afterall, the party KNOWS its going up against a pit fiend of sorts and are going to be ready for him.
B)5' Tunnels and other Map Woes: The biggest issue with the dungeon itself is the map. Not only are a lot of the fights (as written) condensed into 5' funnel-tunnels or narrow catwalks but the size of the map makes translating it to the battlegrid problematic. Large sized maps aren't the issue, its more of its non-conformity to a standard shape (a spiral) that renders a lot of grid-using tools ineffective, like tiles or even a vinyl map (since the dungeons size requires multiple erasing and redrawing)
Fix: I would consider widening and shortening the tunnels between the rooms to avoid the "base the monster and roll dice til one party dies" tactic that can't help but present itself in such a narrow area.
C)This city's going to burn??...Cool!: With all of the infernal-powered decadence presented in the last couple modules as well as the lack of participation in the events by the Hellknights and clergy, I can see groups getting disgusted with the city and "doing the wrong thing"...like killing the mayor or skipping the whole module by doing nothing. It really is kind of how the DM up to this point has presented the city and its citizens as to whether the group decides to save it.
Fix: Not really a weakness of the module as a whole, I would just consider having NPCs the PCs value present at the scene, either fighting devils, captured by the present council agents, or even bravely plunging into the Nessian Spiral. It feels like despite the catastrophe, no one in the city is doing anything to stop it.
D)A succubus walks into an Infernal Wheel...: Is this a dig at 4th ed? It just seemed really out of place with the feel of the rest of the module, especially considering the environment in which you encounter her. As written, her tactics don't work because of the nature of the Spiral itself: no teleporting without a real high CL check. This leads one to wonder how the succubus got into the dungeon in the first place.
Fix: There's a number of other similarly powered CR devils from the newer books (B2, B3, BotD1) that would work better, (though to be fair, I ended up using her as a partner for the Doppelganger in the final module. Seemed to fit a lot better)
E) Better "meltdown mechanics" needed: It just seemed like a lot of the mechanics for the destabilization of the complex felt a little repetitive. I think all of the hazards required "reflex save for half damage", rewarding those with evasion and spamming others. Blinding Flashes and Deafening Roars requiring Fortitude saves or Infernal Wailing requiring Will saves might have been nice instead of repeated "more bolts of energy erupt from the pipes" cliche.
-Positives:
A)Awesome hellscape: Thematically and descriptively, the module worked really well in presenting an image of not only the possible immediate doom given by abused infernal power, but also the possible eventual fate of the city at the end of the last module. From the pentagonal columns of hellfire to the illusory vistas before Liebdaga's chambers, all of it is presented very well.
B)Best Encounters in AP: Jerusen. Mayor Vheed. Zol. Jezeletrix. Zovarue. There are so many uniquely challenging creatures in this module that it definitely has some of the best fights of the AP. Even the stock monsters all have some degree of flavor or reason for being there.
C)Let's save this city!!!: My PCs dove wholeheartedly into the idea of saving the city from catastrophe. They all felt a real sense of impending doom ticking down until a point of irreversible damage. If the DM conveys it properly, there is a real potential for daring and heroics in the face of disaster. Everyone seemed to like the idea of beginning to take control of the city and lead its citizenry.
-PC Advancement: Another death, averted thanks to Hero points. Mayor Vheed's death throws got Blaustein the Monk. Many of the fights were a bit tougher this module. Anyways, advancement stayed pretty much the same, with the exception of Alario. [Monk 9, Wizard 9, Cleric 8/Rogue 1, Fighter 2/Monk 2/Rogue 4/ Shadowdancer 1]
A)Walcourt Monster Boredom: In this module and the next, there is an overuse of stock badguys that repeats itself throughout the dungeon complex. Many of the lower CR monsters such as the Dark Creepers, Thieves, Dogs, and even Shadow Mastiffs pose absolutely no threat to a group of 9th to 11th level PCs. Not only are these encounters not challenging but they repeat themselves through Walcourt. This takes away from the mysterious ambiance that should be present in the main guildhouse of the Council of Thieves. Also, for the supposed heart of the shadow curse, there is absolutely no change in the environment or creatures noticable, with the exception of the Nihiloi. PCs that have already fought Shadowgarms (which aren't even here), Shadow Mastiffs, and Shadows are going to be disenchanted with the lack of increase in shadowy foes. In fact, most of the monsters with the exception of the Nihiloi and Calikang are decidedly mundane considering the supernatural nature of the Shadow Curse.
Fix: As mentioned above about the Shadow Curse, many of the stock badguys should be swapped out with some of the newer monsters from the Bestiary 2 and 3. Also, there seems to be some sort of conflict between the Shadowfolk and the council agents that is hinted at, but there's nothing left to work with here. It seems almost like there's some sort of political intrigue between the Nidalese shadow agents and the Chelish thieves, yet there's no way to take advantage of this as written.. perhaps a weary Council agent who is tired of the Shadowfolk?
B)The Totemrix does... Nothing?: Another moment of disappointment for my PCs (yet secret relief) as everyone was expecting the thing to have powers similar to that of the Marrowfall. Not all treasure or magical items have to be useful, but as near as I can tell, this thing just kills people or worse. Sure, you can summon really weak shadow critters if you're a vampire, but it seems like the dark half of the split artifact gets the shaft as far as powers. Everyone was expecting Ilnerik to open up with an Enervation, Energy Drain, or something equally terrible. Even Deeper Darkness would have been preferable to well.. nothing. It's kind of hard to sell that a Vampire just using its Children of the Night ability is entirely responsible for perpetuating a curse that has caused the social decay of an entire city. Also, if the Totemrix just kills you, why would any PC (especially a pathfinder with the knowledge Ilnerik possesses) want it? Never mind the problem that whatever PC picks it up receives the curse inherent in owning it. There's absolutely no reason to rejoin the two halves as written, as doing so not only deprives the PCs of a major tool but also potentially curses one of them with eventual death.
Fix: I would consider giving the artifact some Spell-like abilites, the power mentioned in my Shadowcurse synopsis, and better shadow critters to summon. This also gives the PCs a dilemma of using another powerful tool at the possible cost of eventual destruction. As it is, uncaring PCs might just leave the Totemrix where it is and go on their merry way. Heck, they could just drop it in the channels around the city and without an ego, the thing is just liable to sit there forever, with no consequences.
C)Attack of the weak enemy NPC: What's up with Stiglor and Maglin?? Two of the Council's "named" killers should be significantly powerful, yet these two have a number of sub-optimal choices in classes, feats, and gear selection. Maglin's artwork (which looks awesome) completely doesn't match his stats as presented and Stiglor's stat-block is incorrect (attack values as miscalculated). Furthermore, these two in particular (and Kruthe the Hammer) just don't have the numbers to be an equal challenge to a 9th level party. Their attack values are too low (even with Stiglor's miscalc) and ACs laughable enough that even a 3/4 BAB PC is going to hit either most of the time. Furthermore, their saves are one roll away from being nerfed by a 'save or sink' spell like Phantasmal Killer, Blindness Deafness, and a host of others. I think all three of these guys went down in less than a couple rounds, and that's even after tweaking their gear and swapping a couple of feats out. It's strange that after The Dealer, the Priestess of Mammon, and Crosael in the last module, the power of the newer players are lower compared to these older ones.
Fix: I would completely rewrite Maglin as a straight rogue (drop the assassin level, it gives nothing but a hard to pull off, easy to save against death attack) or a Ranger/Rogue Hybrid. Pay attention to Stiglor's stat block and consider giving him a few Bane arrows of the appropriate type. Also, remember by that at this point of the path, the Council should know who the PCs are and what their capabilities are. If they overuse invisibility, teleporting, or other means, give these guys the appropriate counters to deal with them.
D)Poor dungeon design: Sorry, but Walcourt is a strange complex with narrow corridors, rooms that don't make sense, and encounters where the enemies are limited by their own environment. There should have been way more murder-holes, trapped doors, poison, pits, areas of utter shadow, and most importantly secret doors. The top two floors have a few strange traps that are poorly executed in that they either have no warning as to their location (as with the candelabra/cone of cold trap) or are awesome but easily bypassed or not encountered at all (like the guillotine trap). Furthermore, the placement of traps and guardians doesn't correlate with what the Council or any organization would know about the PCs. At this point, most PCs have a means to fly, yet the rooftop is sparsely guarded by a couple of lowly thieves and no traps, and its easy enough to just go from there straight into Sandor's chambers and take him out. Futhermore, nothing is to stop uncanny PCs from just exploring the sewers beneath the complex and going straight to Ilnerik. This struck me as odd considering Vaughan's track record on awesome dungeons. As written, there's little that the enemies do to shore up their defenses once they realize that their secret safehouse is under attack.
Fix: Quite Frankly, I completely redrew the dungeon, keeping the rooms and traps I liked but laying them out in a more cohesive order. I also added an upstairs false vault that was really just a series of deathtrap chambers, and a summoning area with a bound Contract Devil (who the PCs could question without reprisal.. made good RP). Also, in my campaign, I utiliized Sian as a vampire, and her lair was also in the basement. Also, if you're a vampire in a massive thieves organization, why isn't your coffin trapped?
-Positives-
A) Awesome new monsters: Despite the boredom with the stock monsters, that new additions in the bestiary were awesome and thoroughly usable in the path. The Nihiloi, Calikang, Vrylovakas, and Possession Devils all saw use in my campaign, The Calikang is particularly awesome, so much that I decided to preface its appearance with a "100,000 gp receipt from Vudra" clue amidst the paperwork of the Council to foreshadow this deadly guardian.
B) Good traps: Again, the traps here are good as written, just their placement is a little strange in places. I thought the guillotine was particularly nasty.
C) Good final encounter: The fight against Ilnerik is quite memorable despite his lack of Totemrix powers. High AC and a real threat from his slam attacks make him a dangerous foe to confront, especially if the PCs have just faced the Calikang. The complication of captured allies in the tanks (in this case, kidnapped prostitutes from Fiamma's brothel) helps the fight even more. Great end fight for the module.
D) Great mini-mass battle: Despite its simplicity, I like the mechanics for the Hagwood Siege. It gives the PCs ways to deal with their enemies besides just fighting them in mass (such as putting out the fires, destroying tents) and also affecting the battle with their previous actions. I enjoyed describing the carnage of the redcaps and the destruction wrought by the giant beetle, and it made the PCs feel like their previous actions mattered, despite the fact that as they were then, the PCs could have defeated the entire invading force without breaking much of a sweat. Oh yeah, and there's that one-shot, high DC, 80' radius burst from the Marrowfall that also kind of ends the fight too.Good luck retreating when you're blind...
E)Hagwood and the Mother of Flies are creepily awesome: The ambiance of the dark forest and the words and actions of the Mother of Flies help keep with the brooding mood of the adventure path. This is something I occasionally like: A single high level enemy who could destroy the party, but for the time being has similiar goals in mind (like Iggwvyl in 'Enemies of my Enemy'). Also, the whole 'flies' thing was creepy, a hag who utilizes pestilence and vermin as her mode of operation.
-Added Stuff: I added a subquest: Ilnerik and his minions had used the power of the Totemrix to create a rift into the Plane of Shadow. This rift was located at the burnt at corpse of the old Hagwood tree that served before the Mother of Flies was forced to relocate. Since this AP has not one single dragon in it (?) I decided to add a third part to the Hagwood quests, defeat the dragon and close the portal so reinforcements can't be called upon in the Hagwood assault. The portal was guarded by a Young Umbral Dragon and populated by a host of Gloomwing eggs (preparing to transform in Tenebrous Worms). While they easily defeated the dragon, it was fun to run. I also added the aforementioned parts to Walcourt to make it more memorable.
-PC advancement: At the beginning of this module, the APG had just come out, so we allowed some "retraining" in between modules 4 and 5. Biggest change was me swapping out Diviner school powers for the Foresight school. My NPCs luck bonus from the diviner ability was becoming a little too powerful when thrown on the monk. Also, it stacked with bardic performances (competence bonus) and morale bonuses (Good Hope), raising almost every d20 roll the monk would make by +8 (which with flurry of blows, got ridiculous. This was also due to the inclusion of a bard from Alario's Leadership feat, Calseinica Nymmis, the source of the competence and morale bonuses. Rather than having one character gaining an 8 point swing over everything else, I figured a +2 or -2 all around would be more balanced. It only became powerful when the -2 luck and -2 morale from dirge of doom would be used to spam a save or sink spell, like Flesh to Stone, Dismissal, or a number of others. Blaustein stayed the same, as did Fiamma. Alario took a couple of archetypes for Fighter (Free Hand) and Monk (Monk of the Sacred Mountain). By end of the module, we looked like this: [Wizard 11(Diviner), Monk 11 (No Archetype), Rogue 1/Cleric 10 (Calistra), Fighter 2/Monk 2/Rogue 4/Shadowdancer 3, Bard 7(Cohort)] Also, Greater Feint and Medusa's Wrath are an awesome combo for two PCs to use. Despite this, we had two PC deaths (averted with hero points) due to the fireball bead ambush that happens at the beginning.
-Encounter Assessment
-Good Encounters: Madjaw, Jinkins, Stiglor, Sandor the Strange, Calikang, Nihiloi, Ogre Mage, Ilnerik, Vampire Sorceress, Chuuls, Shadow Rat Swarm, Mohrg
-Bad Encounters: Fireball Bead Ambush/Maglin and Kruthe, Shadowfolk, Thieves, Dogs, Shadow Mastiffs, Ogres, Hill Giants, Vampire Spawn
-Toughest Fight: Calikang
-Weakest Fight: Council Mooks (Thieves)
6) The Thrice-Damned Prince:
Overall Assessment: I've liked this path up until now, but everything from start to finish in this module feels rushed and disconnected,especially from the rest of the path as a whole. This made me use the module as a blueprint for my own custom end chapter, which I think worked a lot better than the repetitive slugfest and anticlimatic finale. I don't understand why this module is not only such a departure from the rest of the path but also decides to introduce a host of new NPCs that supposedly have been influencing the city the whole time... yet you don't hear about them in even a DM's capacity until this module. I feel like this path is guilty of this as a whole: introducing an NPC whose been behind the scenes the whole time, thrown at the party too late to have meaningful impact. Anyways, here's the problems I have with this module and how I tried to make it work. I succeeded, but not without a lot of effort, effort the module itself should have covered. I'm aware James Jacobs had a hand in this one, which is why I'm kind of shocked at the quality of this adventure considering his flawless (until now) track record. No disrespect intended, let the criticisms below be an effort to question and improve what I feel is a bad module.
A) Send in the mooks...: And man, there's a lot of them. It seems like the idea is either to make the PCs feel good about themselves before a hard fight or overwhelm them with numbers. The problem is that there are no hard fights coming and most of the mooks can't even make an effective dent on the party, even if they're all aiding each other and using every trick they can. I'm looking at you, Cutpurses, Thieves, and Rolan's Toys... Why stat out something that's going to be 6 levels lower than the party?
Fix: Thankfully, this doesn't seem to be the case with later APs..
B) Repeating identical high-level NPCs: The space devoted to the mooks could have been used to develop unique council captains other than the sample one that 's meant to represent 16+ sub-leaders of the Council of Thieves. There's lots of problems with this. The Council of Thieves is not a military organization and none of its members should be employing the same attack methods, especially when you're an 11th level, classed NPC. The module recommends using the Council Captain stat block for every enemy leader involved in most of the subquests. This is ill-conceived, simply because these captains are all ranged sniper builds that are being put into close-quarter areas. Range assassins function best with lots of space, terrain, and movement ability... and not one encounter with the exception of the Tannarik siege utilizes this kind of terrain. Furthermore, for an organization so connected to the nobility of the city, only one of these captains is given a name. After about the fourth encounter with the same kind of leader-type, PCs are going to already know what the guy's gear and tactics are before they even fight, depersonalizing what should be a fight with one of the mysterious, shadowy leaders the Council. Nevermind the fact that each captain as written has two arrows of Human Slaying, and they themselves are human (what if PCs aren't...why give a whole bunch of treasure that's just going to be used against them??) How many of these damn things do you get by the end? Enough to almost fill half a quiver if you're crafty in getting the drop on the repeating-stat captains
Fix: This single-handedly takes the most work to fix. Not only should each Council captain be given a name and a connection to the city's nobility, but should also be redesigned to work in the encounters they are featured in. Why not have a master of disguise/sleight of hand present for the "Noble Lure" subquest instead of ranged snipers? Why not use a duelist or two weapon fighter for defense of the Arodenama instead of... ranged snipers? It makes the Council seem stupid for putting the wrong people at the wrong places. There are a few usable NPCs of the appropriate level in the Game Mastery guide that can substitute, but about eight of different captains were written up on my part to lend flavor and history to the encounters. Heck.. What if one of the Children of Westcrown ended up being a Council Captain? I didn't do it in my game, but I think it would be pretty cool to try it.
C)Sandbox on a timetable is a tricky act: So.. the party has a number of subquests to complete but a limited time to accomplish them. Unfortunately, the details of this timetable are left kind of vague. It says that by the end of the adventure, General Vourne shows up with his navy to bring the city to order, and before that happens, the council attempts to put on the big show and take control of the city. However, the groupings of quests in Parts 1-6 of the module don't specify in exactly what order they occur in, how the correlate to one another, and how individuals who escape or die in one fight might influence another. There is no way to tell if its appropriate to spring the hooks to lead into the next series of quests or not. A lot of this seems like arbitrary DM interpretation rather than a clear-cut map of how events play out in the final act. For example, at what point do you introduce the rumors of the undead in the Dead Sector? When does all the off-camera stuff at Tannarik house (the defection, etc.) take place? Is Verennie already a ghost during the initial assault or not? I like the fact that the subquests can be presented in any order, I do not like the fact that there is little cohesiveness to link them together, other than saying "This starts to happen over here".
Fix: I mentally did this, but have a clear and concise plan of how the Council is causing chaos in the city and how they are keeping those who could do something about it busy. For example, I had the Church of Asmodeus investigating the rise of the undead in the Dead Sector, at least until they bit off more than they could chew with the Devourer. This makes it seem like these events don't just happen out of the blue and that people are also responding in their own way to the crisis, whatever that might be.
D) Weakest final fight of any AP written so far. Sorry, but as a solo BBEG (or even teamed up with Melevangian) Eccardian has nothing going for him. The PCs have faced Ilnerik, the Calikang, and other tough fights, yet Eccardian is weaker than these. Duelist is a wasted class when you don't have the action economy to do anything but use parry for defense, especially since he seems entirely reliant on his weapon, which has no real defense against being disarmed from him. His saves, particularly Will saves, are a joke for a final villian of a campaign, even against a 15 pt build party. If you run him solo (without Melevangian) or with Chammady helping the party, he's going to die very anti-climatically, probably against a save-or-suck effect like Blindness, Flesh to Stone, or Phantasmal Killer. Knowing this, I was able to have my wizard NPC "hold back" on using such spells, but he shouldn't have had to. In the end, even upping his AC by 3, his HP by 60 and his saves by +5 didn't save him from getting pummeled to death by a flurrying monk. Also, there's a Horned Devil on the cover of the module, but no Horned Devil?? WTF?
Fix: I changed a couple of things in the final fight, which in the end worked for my game, including the presence of a Horned Devil.
E) A cast of dozens.. appearing only in the last act??: Vuiper Ghivel, the Mhartises, Ciuccis, Rolan Derswitter, Paralictor Chard, and Signifer Verennie all seem like major players in the scenes behind Westcrown, yet we hear about all of them in the last act. This is disrespectful to the DM that bought the module: no matter what story has been developed by the NPCs presented in previous modules, it all stands aside as these new players step in to stir the final events. This is one of the biggest disconnects between this module and the others.
Fix: See below, as I added a 'dinner and theater' prelude scene to at least introduce these people so they weren't just "random crazy noble" and "hostage noble" types.
F) Popularity Mechanic is flawed: Mathematically, this doesn't work. Even with maximum popularity points earned and minimal Fame points spent, I'm having a hard time coming up with the 111 or higher, especially in a 15 pt build game where a PC may not possess leadership and maxed out Charisma as ours did. I like the idea of "spending Fame points to make stuff happen", yet having the PCs final score be based on the amount of unspent points feels like it punishes PCs for interacting with events and people. I myself changed a couple things in this regard since it's obvious that as its written, its impossible for players to both get the best possible ending and also interact meaningfully with the city's groups. Why would the PCs have less of a chance to secure control of the city if they spent efforts to let everyone know of their allegiance with either the Nobility or the Hellknights? Points spent should not reflect a lesser amount of purpose or willingness to help the city, if anything, it should be opposite. This was somewhat of a disappointment, as the other modules had built up Fame points as an important score used to influence the course of the ending. Unfortunately, the mechanics of Popularity and the final fame check make this unwieldy at best.
Fix: This took a minor rewrite on my part, but basically I had some of the point expenditures be greater to accomplish tasks. I also reflected the expenditure of Fame points by actions taken by the Children of Westcrown (warning away future assassination attempts by displaying assassin's body in the streets, as one example). The main change was scraping the entire final roll and replacing it with Fame check+ Doubled Number of Acquired Popularity Points= Final Score. This made it so they never regretted spending Fame Points, whether it was to reroll a Diplomacy check against Chammady or using them to have Rolan's toys guard Alario's safehouse. In the end, it made more sense than what's written.
G) Easiest module of the AP is the last?? Seriously, as written, there is not one tough fight in this whole module, with the possible exception of Melavengian. 12th level PCs that know they're fighting Devils and thieves and are going to roll every encounter written here. Things like DR, evasion, and elemental resistances are meaningless against a group of prepared PCs. Keep in mind, most PCs are going to be packing Holy Weapons, Dismissal, Banishment, and a host of other tools that are going to ruin the day of anything written in the module. In a way, its almost as if what the PCs have already faced has been forgotten. These encounters might be tough if the module was stand-alone and not as part of a series against devils and thieves. I guess the ghost is tough, but only because she is completely out of place.
Fix: Let's just say I substituted lots of encounters, advanced some monsters, created unique 11th level NPC assassins and so forth. Took a lot of work to at least make it challenging
H)Bestiary is a waste of space: No. really. A whole bunch of high CR (16+) monsters in an AP that ends at 13th level, and furthermore some aren't even in the right flavor of the module's final events. Why are these monsters here? Other than the Ebon Acolytus, which doesn't even appear in the module, not a one of these is ever going to be used at my gaming table, especially when the artwork for them is atrocious. This is one of the first times I have been extremely disappointed by the quality of the artwork in a Pathfinder module, or any Paizo product for that matter.
What I changed in the final module:
-Module Start- This module has no clear beginning event. I changed this with a celebration of the lifting of the shadow curse, as a night-time play and dinner party were being held at the Nightshade theater. With Robahl Nonon dusting off his director's cap, the play performed was "The Ruby of Maledov", an allegory for the price paid when hell's treasures are taken (if anyone wants details, let me know). At any rate, this let me drop Thesing in at the end as he crashes the performance then flees. I then used the pretext of a dinner party to detail the majority of the players, past and present who are involved in the city. This let me setup a who's who of the finale. It also let me introduce my first custom assassin at the end of dinner party, an alchemist bomber who used Delay Bomb shenanigans to "Carriage Bomb" the PCs as they were leaving the party.
-Wanted: Assassins- Here's a small list of what I swapped out for the council captains. (1)Alchemist 11 (aforementioned), (2)Master Summoner 11, (3) Tiefling Magus 11, (4) Halfling Rogue (sniper) 11, (5) Ranger 5/Fighter 4/Assassin 2, (6), Tiefling Monk 7/Fighter 4, (7) Rogue 1/Fighter 6/Duelist 3/Assassin 1, (8) Rogue 6/Assassin 5, (9) Tiefling Rogue 2/Fighter 6/Assassin 3, (10) Bandit Lord [GMG], (11) Pirate Captain [GMG], (12) Guild Master [GMG], (13) General [GMG].
-Part 2- 1) Gave Mhartis situation less of a hostage feel and more of a protection from assassination feel.I had one of the Council Captains also be a Dottari captain, having her going door to door with her Council brothers under the guise of protection and eliminating the last traditionalists in their own homes. I changed the Mhartises into a family beheld to the Council.
2) Give Delilee a playmate... Cause lone rogues are never good opponents. Added Joraviah here from "Infernal Syndrome" as an associate of Delilee. I took away the Doppelganger's connection to the Council because I couldn't think of any reason why she wouldn't already be employed if not in control of the Council. These two are my "bad things taking advantage of the chaos to create their own" enemies.
-Part 4-Assault on Safehouse and the Maleficus Spike- As I mentioned earlier, this artifact was a piece of legacy treasure revealed between parts five and six. The item (which basically creates a super version of Forbiddance in the structure its placed in) let me run a high scale assault involving my Master Summoner assassin and an army of devils, without wiping the whole party. Seeing a legion of bearded, bone, and barbed devils formed outside their house definitely gave my players pause, even if most of the devils couldn't directly harm anyone inside the structure.
-Hellknight Siege- I introduced some more written out NPCs for the Hellknights. I advanced Paralictor Chard to 11th level and had him mirrored by 3 Maralictors of varying prowess (I believe one was a Cavalier/Hellknight, the second an Inquisitor/Fighter/Hellknight, the third a Ranger/Hellknight, all about 8th level. This helped eliminate the "repeating bad guy" syndrome that threatened this encounter, and I omitted the second Hellknight fight in the next part entirely for this very reason. This made the siege more dynamic since they not only had to defeat the maralictors (one of whom becomes a Graveknight within two days of his defeat) but also drive back Signifer Verennie (not dead yet in my game) and eliminate the Council captain present.
-Blacknapes: Added a Council Captain, as one PC almost threatened to "Solo" this whole group of thugs.
-Rolan's Toys: Changed his Toys into Infernalized versions of themselves... Ebon Acolytes, cause CR 3 monsters have no place in an 11th level module. Basically he used a form of minor wish to ask that his creations be given the power to defend the city, and each of the living statues eyes were golden Mammon coins.
-Part 5- City of Death- As stated, I brought back one of the Maralictors as a Graveknight, placing him at the Sunset gate and putting the Devourer there in the Boneyard instead (which with its Animate Dead ability, made more sense) . Thesing's lair was replaced with an abandoned theater. I was fortunate enough to possess a copy of "Ashes at Dawn", so I ported over some of the Vampire nobles in that adventure as audience members of his newest performance. I also put some of the captured Children of Westcrown in as audience members, dominated into watching numerous terrible plays again and again. Palaveen became a Fiendish Mohrg from the "Undead Revisited" book instead of a normal Mohrg, which almost wiped a party member. The biggest change was to Signifer Verennie. I had her suicide result from ingesting hundreds of gold coins and choking on them. This let me add a haunt that forced the PCs to possibly recreate this death. Furthermore, I had the Animate Hoard from the Mammon article in the back come to life and attack at the same time as her. The only real nail-biting moment of this module occurred here: my NPC wizard got possessed. Without even knowing what we were up against (party assumed we were going against a living Sorceress), the cleric was packing a Dispel Evil, the only thing that kept my wizard from teleporting away.
-Part 6: Infernal Invasions:Skipped Hell's Defectors. Replaced with the Infernal Doomsayer, a disguised Heresy Devil and Contract Devil attempting to convert the masses with hellish preaching. Opposing them took DC 25 Know Religion checks to initiate discourse and then DC 50 fame checks to sway the crowd, followed by defeating them in combat.
-Skarx's Prison: Added Zol, Barbed Devil, two Bone Devils, and changed Skarx to Tetori Monk archetype. Made Zol able to be convinced to fight on PC's side with a Fame check. Made for a much more memorable encounter than plain-Jane monk and her four mooks.
-Erinyes: Made leader an advanced version.
-Hellish Cavalry: Gave each Bearded Devil 2 levels of fighter, which gave them Mounted Combat, Ride-by-Attack, and Spirited Charge, as well as all the weapon and armor proficiencies they could need to be an actual threat. Made Paralictor Chard the target of their attacks.
-Added Burning Inn scenario: Two Chartovs and bearded devil were setting an Inn on fire. Using fire rules from "catastrophe" article in same module and Fame checks to move people (DC 35 moves 1+1 per 5 over check) combined with a fight against the fire immune devils made for a neat encounter.
-Part 7: So there's a Well of Many Worlds.. a direct two-way portal to Erebus and a focal point for all of the Council's plans... So why isn't it guarded in any way? I had issues with this, and placed a quartet of assassin devils and 'Stinking Cloud Incense' censors in the room preceding the well, and a Malbolgian Cerberi in the room containing the portal (as well as Chammady). When Vuiper went to go get Chammady for them and didn't return (thanks to the strict orders of the recently placed devils), it made for some good role-playing as disembodied voices in the smoke discussed the fate of the city.
-Part 8:For the Finale, I gave Eccardian and Melavengian Potions of Barkskin+4 to offset the point-buy of my group as well as different prepared spells for Melavengian. The fight went better than expected, with Chammady participating and getting some licks in on Eccardian before being sent to run from the Devil's fear aura. The battle went outside of the statue's head and onto its arms, with Alario eventually Bull-Rushing Eccardian off the statue to the ground below. The final blows on the Tiefling were given by Chammady (her fear removed by a potion from my wizard), yet I felt I would fulfill my player's expectations and give them one last fight, the one on the cover of the module. When Melavengian died, I had him bubble into a pool of liquid gold. When Eccardian died, I had him do a transformation coupled with Melavengian's animate golden remains covering his body, the end result being a golden statue of a Horned Devil. I then gave the party one round before the transformation was complete as Mammon made one last bid for power in the city using the remains of both as a temporary body. The ensuing fight was tough, with the one round being crucial in getting enough hits in before the thing broke bad and stunned half the party. In the end, it was a little bit of a nail biter but the PCs prevailed and went on to the final roll. In the end, they not only achieved the best possible result for the city (Independence), but also achieved leadership positions, foremost being Alario who serves as Mayor of the city. Ironically enough, the PCs decided that they wanted to see a new "Council of Thieves" set in place to govern crime within the city. Eirtein Obberigo and Alario are its leaders. Also, the city has been given the exception of forbidance with regards to the worship of a chaotic deity. In Westcrown it is now legal to worship Calistra, though no other chaotic deities are really allowed, thanks to the efforts and guile of La Fiamma Diosa Thrune. Finally, Elias (being a member of the Pathfinders) begins traveling again, seeking a means to reverse his accelerated age and trading relics in the new kingdom burgeoning in the Stolen Lands (after all, someone's buying and selling those high GP magic items that keep appearing in our campaign).
PCs finishing campaign at 12th, technically 13th if they decide to play them in the future-
Alario Jeggare: Fighter 2, Monk 2, Rogue 4, Shadowdancer 4
La Fiamma Diosa: Rogue 1, Cleric 11
Blaustein Aalfanger: Monk 12
Elias Lucca: Male Old Diviner 12
Anyways, hope this helps designers and players who are interested in this AP and what is good and not so good about it! Myself and my players all had fun and are happy to have completed a campaign start to finish. Can't wait to start DM'ing Carrion Crown!
After about two years of playing time, we just completed our "Council of Thieves" campaign. While I have DM'd about 6 APs now, this will be the third one that actually saw its way from start to finish. In order to help the developers of these modules perfect the art of module design, I have decided to list off our group's impressions of the campaign overall, each chapter, specific moments that were really awesome or really weak, and so forth.
-Overall Campaign, Story, and Mood-:
This was the first campaign that I ran as the modules were released, and so a lot of plot points and NPCs for me weren't really available until certain points of running the campaign. For instance, I would loved to have foreshadowed Vuiper Ghivel, The Mhartises and Ciuccis, and some of the other major families that appear in the sixth part. This is sort of the inherent danger of running an AP as the modules are released: there may be a disconnect between modules in what occurred in a group's story versus what is written in the module. It's a lot harder to wander off the railroad if you don't have all the pieces present to build the sandbox. The only thing I wish would be an extra page maybe in the Campaign Summary in the first module that lists off key NPCs (with whatever class levels are envisioned for that NPC, even if they are changed by the end) and what events they have to play in the campaign.
Overall, this seemed to be a very event driven campaign, with the majority of the campaign taking place in one city. This worked very well for my group, as all of them were interested in role-playing with the various citizens of Westcrown and forming relationships within. It helped to raise the importance of cetain events if NPCs such as Janiven, Arael, Calseinica,and Paralictor Chard were taking place in them. For instance, in the final module, when the Bearded Devils mounted on Hellcats are terrifying the nobility, I had their current victim be the Paralictor, valiantly fighting off the legion and giving the PCs a chance to join swords with him again, possibly saving his life.
At any rate, I feel that the over-arching story of the campaign is strong as a whole, its just the disconnection between the various modules that weakens it and makes it not as strong as other APs (like RotR and KM). Players who reclaimed the Marrowfall in part 3 may not understand why they're going after a Pit Fiend in Part 4 or going into the woods in part 5. I made it work, but I can easily see how other groups lose their motivation to react to certain events. Individually, the modules (with one exception) are written very well. My players all loved the idea of reclaiming a benighted city and eventually controlling it, and the elements of theater, nobility, and shadow conspiracies are done quite well. Overall, this campaign lends itself quite easily to the Gothic mood, with the presence of the dangerous night, vampires, and Faustian contracts reinforcing this feel . Its important for DMs not to forget this: Westcrown starts out not as an ordinary city but a center of decay suffering under the intangible horror of the shadow curse.
-The PCs- :
This campaign, we used a 'roll 4d6 and drop the lowest result' six times, resulting in heroic stat builds. At the time, this seemed like a time honored tradition for campaigns and thus a good idea. In hindsight, I now realize that most APs and even Bestiary monsters to a degree utilize an assumption that the PCs will have a 15 point build. As the sixth module began, we calculated our point buys, and they were about 40 point builds. This might be why I find some disparity between the power levels of the PCs and the modules as written, especially at higher levels. Without getting into the current argument about what sort of point buy is best, I WISH PAIZO HAD SOME GUIDELINES FOR RUNNING THEIR APS WITH HIGHER POINT BUILDS. I feel like this is different than having more players, as higher stats means higher DCs, better saves, more HPs, and the extreme viability of many of the MAD classes like Paladin or (as in our campaign), Monk. However, since at the time I only had three players for the AP, I considered adding my own NPC to the party to add survivability.. Three was the fewest number I'd ever ran, and felt like the party wouldn't be balanced enough without 4 players. [Again, Pathfinder had just come out when we began the AP, and since I had run Age of Worms twice and Runelords by then, I expected a deadly path that would be brutal with just 3 PCs]. Thus, I added my own NPC, who I thought would be relatively easy to run and able to springboard story events due to his abilities. Anyways.we start with a variant of the classic four:
-Blaustein Aalfanger: Dwarf Monk
-Fiamma Diosa: Half Elf Cleric (Calistra)
-Alario Jeggare: Human Rogue
-Elias Lucca: Human Wizard (Diviner)
My NPC is the Wizard, whose background I loosely tied to Rance Lucca but also made him a former colleague of Sandor the Strange (added later). Blaustein's background was fairly neutral and easy to tie in as well. Alario and Fiamma had very extensive backgrounds that eventually influenced how the remainder of the path played out, especially the fifith and sixth modules; This deserves a bit of explanation. While Fiamma's adopted name is Diosa, her half elf status makes that name inherited rather than her true bloodline. This is due to some minor events written to tie the PC backgrounds in that I created:
-In 4681, An ancient elfgate was discovered in the depths of the catacombs of Westcrown, a portal that connected the city to a clearing outside of the capital of Kyonin.
-A diplomatic envoy consisting of Alario's father (Volaire Jeggare), Fiamma's real father (Meggare Thrune), Sidonnai Drovenge, and Andreo Diosa was sent to Iadara. Over the course of a year, the group convinced the xenophobic elves to trade a powerful magical relic (The Maleficus Spike from 'A Memory of Darkness') for a large amount of Evil-Outsider Bane Weapons, tools normally used to hold the devils of the empire in check, re-purposed for the conflict against the Tanglebrair.
-During these meetings, an elven maiden (Shuraneen Thurwyn) had a dalliance with Meggare Thrune, resulting in the birth of Fiamma. However, to protect to the good name of Thrune, the offspring was neither claimed by the maiden (also a priestess of Calistra) nor by Meggare Thrune, whose family name would be tarnished by the presence of the offspring. Rather than do the unthinkable, the child was passed onto Andreo Diosa by Meggare Thrune (for the price of the ownership of a lucrative brothel.)
-In the end, Andreo grew bolder with the knowledge and possession off this bastard, so eventually he was silenced by the Council of Thieves (specifically Maglin from part 5).
-As a side-clause of the contract between Meggare and Andreo, possession of the brothel reverted to Fiamma upon her coming of age. Thus, at the start of the campaign, Fiamma was a Half-Elven Cleric of Calistra who owned a brothel, using it as a cover for her outlawed religion.
-As for house Jeggare, I set Alario up with a two-story manor house owned by his family (in the crown sector). I liked the idea of a home-base, but felt like the safehouse to Aroden was a little impersonal and I wanted somewhere that really was a player's home. I must admit, some of what follows got inspired by a combination of Assassin's Creed and Batman. I gave the manor its own secret vault whose contents weren't made immediately accessible (due to be completely hidden in plain sight) until later in the path. Eventually, a poster-map version of the manor was created so I could send assassination attempts against the PC and run assaults on his manor with a tactical map. Storywise, Alario's father became involved with the Pathfinders in the years following the Kyonin excursion. Eventually, the power of the Maleficus Spike became a focal point of a power struggle between the Pathfinders and agents of Thrune. Coupled with events in Delvehaven, Volaire Jeggare took possession of the Spike and hid it in the depths of manor's vault. After this, he is presumed to have disappeared (player's knowledge for first four modules) while in fact was he assailed by the same purge that took the other pathfinders, petrified into a statue and stored inside the vaults of Walcourt.
-As the campaign began, Alario's family fortunes had begun to run out and tax collectors began growing bolder and bolder in attempts to extort what little funds Alario possessed. This setup a couple minor villains in the employ of the Council that I could use later.
(1) The Bastards of Erebus::
-Negatives-
A) Janiven's Speech: The biggest criticism that has been voiced about this module is the largely anti-Thrune sentiment that sets sort of the wrong tone about the events to come. I tried to mitigate Janiven's speech a little bit about taking back the city from Thrune and instead utilized the idea that only those with the courage to stand against the night could help lift the city, and Arael was one of those. There's already been threads about this, and they are relevant.
-Fix: Tempering her speech with the themes mentioned above.
B) Hellknight Interactions: As it is, the Hellknights are setup as the bad guys, stomping on freedom of speech and wronglfully incarcerating the good priest of Iomedae, Arael. I do like the idea that the PCs get an extra Fame point for not killing any of them, though the module gives the PCs no indication of this as written (in a way, rewarding actions based on alignment and in some ways, circumstance). Also, I've heard of many groups (not mine) that butchered the Armigers and dared any pursuers to go after them into the sewers. As written, there's nothing that suggests what the Hellknights will do if the PCs slaughter the entire platoon of them, escalating the conflict. Indeed, after the firebrand political speech of Janiven, I could see unscrupulous PCs leaving dead Hellknights as messages. At any rate, the heart of the module isn't about fighting the Hellknights, yet the first part makes fighting them somewhat of a red herring. Indeed, as far as an organization, they are completely silent until module 6, despite any actions the PCs may or may not take against them, which at the very least involves defeating a small group of them to rescue Arael. I and a lot of other players were disappointed that despite the excellent side articles published in the later modules, very little was used with them in the actual modules themselves.
-Fix: Wish I'd done more with this. I'd take some work, but Hellknights could be used as a more interactive force of law that supplements the Dottari. In a way, the PCs powers will eventually eclipse that of the guards. That's where the Hellknights come in, the least of which is a 5th level fighter/ Hellknight 1. I would show them as a force that hounds the PCs efforts in modules 1-3, and then tries to maintain order in the city in parts 4-6. This makes the schism all the more dramatic in part 6, especially when it becomes clear that all the efforts against the PC are being directed by a Hellknight in the pocket of the Council of Thieves (Signifer Verennie). This allows her and the Paralictor to be introduced far earlier and make them more memorable.
C)Great Backstories... Why are they left on the shelf??: As written, you've got 11 pseudo-PCs in the Children of Westcrown, one for each core class, all of whom have interesting backstories. Unfortunately, after this module, little is done with them as a whole. I know its up to the DM to utilize these extras in their own way, but little is given in any other module as to how to use these NPCs. This is also the case with almost all of the nobility presented in the 'Westcrown' article, leaving it up to the DM to expand upon these. Personally, I think it would have added a lot of depth if one of them had turned out to be a mole for the council, forcing the PCs to investigate the backgrounds and events surrounding their allies.
-Fix: DMs should consider using the Children for a lot of the errand work that the PCs might normally do, such as gathering information, sending and spreading messages, buying mundane items, and so forth. This allows them to be used as a way to gauge the 'word on the street' for purposes of events and rumors. Also, I utilized the Children heaviliy in part 6 where the expenditure of Fame Points reflected the Children of Westcrown "spreading the word" about the PCs deeds.
D) Shadowcurse: There is a fundamental lack of menace to the shadowcurse as written. The main thing that people need to fear on the darkened streets of Westcrown are the lowly Shadowgarms and the outrageously powerful Shadow Mastiffs, two creatures with a great disparity of power levels. Also, the Mastiffs bay constantly, which is not mentioned anywhere in the description of Westcrown despite the fact that something like that would be very noticeable and disturbing. At any rate, with only these two creatures (and possibly the even deadlier Shadow), its unclear what the true menace of the Shadow Curse is other than the fact that sometimes you might cross paths with a weird shadow creature that gets staggered in any kind of light (which every non-darkvision using PC is going to carry). There's just not enough shadow creatures in all of the modules to give that feeling of wonder and menace that the PCs might very well be swallowed up by the night.
-Fix: Well, at least the newer Bestiarys have some interesting Shadow based critters, like the Gloomwing, Tenebrous Worm, and Dark Slayer, so this helps a little. I would honestly consider giving the Totemrix a special power that causes the ambient light within a mile to grow one step darker as long as the sun isn't shining. Also, having areas of the deepest shadow be areas where the boundaries between the Material Plane and the Plane of Shadow are thin is also an idea... alleyways where its always colder and a little bit darker. This makes finding a Shadowgarm to kill for a fame point more of a memorable and dangerous task. Perhaps the PCs have to shore up the light in certain places to lessen the chances of leaks from the Plane of Shadow. Just a couple tips to help increase the menace of what has caused an entire city to decline artistically and spiritually. I'm sure this has been said before, but it'd be awesome if the Bestiaries in the back of the modules actually used most of their monsters in the adventure. I don't buy the APs for more monsters, I buy them for cool encounters which sometimes utilize new and unknown menaces. This has gotten better with the Carrion Crown AP, so others words are being taken to heart.
-Positives-:
A) Good Rescue Encounter: Despite the above critique, rescuing Arael is a pretty good part of the module and well written as an encounter.
B) Well designed mini-dungeon: The final lair where the Bastards live is well thought out, being slightly sand-boxy as far as how the PCs can approach it, and the way the enemies respond is completely dynamic based on the PCs actions. These are my favorite kind of fights, especially when they have flavor (like the fake mummy tieflings and the dog). It reminds me of the another well-written encounter, the final one of the 'Stolen Lands' from KM as far as encounter flexibility.
C)Well designed city!: Everyone loved the feel and flavor of Westcrown as presented. The waterways and alleyways, curfews and decadence, and secret organizations all give the city a gritty, realistic feel. Well done. Also, a lot of information on the noble lines and city sectors, which is very flavorful, if underused in the rest of the path.
-PC Advancement-
No character deaths in this module. Overall, no specific encounter was really hard, though I remember that the group got lucky against Palaveen. PCs advanced as follows: [Monk 3, Wizard 3, Rogue 2/Fighter 1, Cleric 2/Rogue 1]
-Encounter Assessment-
Good Encounters: Arael's Rescue, Tieflings, Scabby, Wolf Skeletons, Giant Rot Grub, Ostengo, Hell dogs,Dravano, Palaveen
Bad Encounters: Hellknight Armigers, Sewer Goblins, Shadowgarms
Toughest fight: Palaveen
Weakest fight: Shadowgarms
(2) The Sixfold Trial::
-Negatives-
A)Trickiness of "Become Actors to Get into the Mayor's party" Hook: This completely worked for my group, but I would warn other GMs to gauge their groups motivations and use those to get them to perform the play. If its going after the girl, use Calseinica as a hook, or if its safeguarding an actor using clerical magic, PCs need a good motivation to be actors beyond what's given in the module. My group had no problem playing actors (the player of Fiamma even cross-classed into rogue so she could have Perform as a class skill), but I could see other groups rebelling against the idea of performing a play with not only extremely infernal overtones but also the possibility of being killed. Not necessarily a negative, just a caution for other DMs.
B) Room of Endless Shadows: Really?? No one saw the possible problem with this one? You either have the potential for an XP farm or a TPK for unwary players. Somehow, I was able to use the threat of this room to herd my PCs deeper into the Asmodean Knot, but I think it's only because of my group's build that they were able to survive without too much damage (Basically, buff the monk's AC as high as possible then make him the target of the shadows while everyone else runs by). There could be a huge potential problem here for some groups.
Fix: Either enforce an XP cap on the encounter as a whole (treating the Shadows almost like summoned monsters from a trap) for stronger groups, or lessen the number of rounds that pass between shadows appearing (even requiring a Shadow to take a full-round to materialize) for weaker groups.
C) Need more dinner guests!: Not really a weakness considered the space allowed by the module, its just an excellent place to introduce any future NPCs that have parts to play in the coming adventures, specifically parts 4 and 6. Considering how pervasive the Council of Thieves is supposed to be with the city's nobility, I was hoping for another dinner guest besides Chammady. This is a weakness of the AP as a whole: there isn't enough of the actual members of the Council of Thieves developed to present a clear picture of who they are and how they influence the city.
Fix: Use the dinner party to fill out with any NPCs that seem important to the future of the path, and allow more checks per PC to talk to the various dinner guests. This might make the dinner party itself an entire session (a la Prince of Redhand), but allows the DM to flush out whatever aspects of the city and nobility that they want to represent and at the same time serve mock-up version of the food presented in the module (though probably without as much alcohol).
-Positives-
A) The Six Trials...: Outstanding. Just absolutely brilliant. The whole idea of having the PCs perform a play, experience dangerous trials onstage, and possibly even act out lines if they wish is just a phenomenal idea, and this is brilliantly executed.
B) Asmodean Knot: This is a well thought out dungeon, with enough unique enemies and strange dungeon features to make it memorable. My group won't forget the endless staircases or infinite maze-like rooms, nor the insane bearded devil or imp with its various trials. Every monster within the dungeon had a unique backstory, which I absolutely loved.
C) Sian Daemodus: I completely love it when the writers give you a unique villian with lots of tools sent to wreck havoc on the party. Sian became a recurring villain, eventually a dark reflection of Alario's character. By the fifth module, she became a vampire under Ilnerik's control. I wish they would do this in every module: a unique villain with enough powers and gear to tax the PCs as they go about their other goals.
D) Dinner Party!: Well, I must admit that after 'Prince of Redhand', I have a soft spot for this sort of thing. I love this idea of impressing the nobility and other power players in a massive social setting. While sort of a lighter version of the aforementioned adventure, this was still good.
E)Runecurse: Wish this was used again in the AP, as the idea was brilliant. The only downside was that since I was playing the NPC with with highest Intelligence and Knowledge skills, it was hard to fudge the effectiveness of the runecurse. Still, the trap's potency was not lost on the PCs, and in the end, the item was gifted to the insane Imp. Again, I love the whole idea of this and wish it had been used again.
-PC Advancement-
No deaths again, but there was at one point an extreme potential for some character deaths. The party had just fought the mummy, bearded devil, and had tangled with Sian, besides suffering ability damage. I believe in the fight with the mummy, Rot was contracted. My solution was to have an extremely curious Calseinica Nymmis find the hidden cache of priestly gear in the spare room (which unless your PCs are the unscrupulous sort, there's no way they are going to find this huge cache of treasure), wander through the maze, and show up with 6 strength damage from the shadows but also a scroll of Remove Curse. This was the beginning of many acts that endeared Cal to the PCs, eventually setting her up to become a cohort with leadership.
PCs: [Wizard 5, Monk 5, Rogue 3/Fighter 2, Cleric 4/Rogue 1]
-Encounter Assessment-
Good Encounters: All but Shadow Room
Toughest Fight: Shadow Room
Weakest Fight: Nothing too bad here.. Maybe Troll Skeletons, but that's only because the Monk destroyed them in two breaths.
3)What Lies in Dust::
-Negatives:
A)Chained Quest Sequence:Getting the intelligence from the vanquished pathfinders feels too much like a chain-quest sequence. The items in the wave door, while extremely helpful aren't necessary for completing the path. What's more, a lot of the background information about the vanquished pathfinders isn't available for the PCs to recover unless they ask specific questions with the grave candles. Also, too much plot point hinges on a failed will save, which while statistically likely, might cause some problems for groups. Missing out on all this backstory due to hot rolling on the DM seems problematic. Also, some groups resent the idea of chained-quest sequences.
Fix: Not sure, except not giving a will save (or fudging roll) on grave candles. Or maybe instead, having some personal memento of the deceased imparting a -5 on the will save. Also, the riddle solution is kind of clunky so that even if the PCs solve the mystery with the candles, they might not interpret what they're supposed to do.
B)Devildrome: For a module written for 5th level PCs, the power level in the first part of the module (chained quest sequence) is horribly low, and the Devil Drome is the best case of this. If the PCs aren't playing a Summoner or Arcane Caster, they throw in their champion... except any 5th level fighter type is going to make mincemeat of any Summon Monster critter of 4th level or less, especially lots of low powered mooks. The dretches are no threat whatsoever, and this fight turned into a comedy. Even when Thrax attacked, it was treated as a joke as the Monk quickly beat and humiliated him. The other problem is that the rules for how the combat itself works aren't very clear, so many interpretations of what is or is not allowed in the arena can get thrown in.
Fix: Rewrite Thrax as a Summoner and up his levels by 2-3. This will give him more dangerous summons and make the fight more memorable. Also, make sure the rules of the Devildrome are clear. When Thrax attacked the monk with direct spells, it took a moment for the PCs to realize that he had broken the rules.
C)Imbalance in encounters: The fights in this module go from being ridiculously easy at points to downright deadly in others, with no warning given in either case. Some of the encounters, like the Sisters of Eiseth and the Evil Dolls, while very flavorful, have no potential to be challenging at all. I'm aware of the point build of my group, yet I think the Sisters would have just as hard a time hitting a 15 pt buy, 5th level Human Fighter. At any rate, this is imbalanced by ridiculous monsters like the Shadowy Triceratops and the Vampires.
D) Marrowfall Powers Inconsistency: Bisby eventually goes insane from possessing the Marrowfall, yet there is absolutely nothing in the description of its powers or abilities. From Bisby's fate, one might assume that the artifact has an ego, intelligence, or at least a curse, yet there's nothing written for it. This just doesn't seem to make sense, especially when there's a haunt present illustrating his insane demise. My PCs were initially afraid of touching the thing because of the flavor surrounding it. At any rate, I felt there should have been some drawback to the thing since its almost too good of an item against the path's enemies (vampires, shadow things).
Fix: Give the thing either an Ego or something similar to the point system that the Totemrix utilizes, having insanity instead of death being the end result.
E) Unnecessary Traps: While most of the traps in Delvehaven were pretty cool, the ones in the hallways (Transposition traps) are not only located in places the party is unlikely to encounter them but are also ineffective in terms of doing anything. It suggests using the dolls simultaneously with the traps, but since they are so weak on their own, neither is a challenge and just eats up game time.
-Positives:
A)Pathfinder Lodge: Everyone liked the feel and the flavor of the abandoned lodge. The flavorful treasure, paintings, and haunts all helped convey the dark ambiance of the lodge. Good use of descriptive text. Other than the encounter imbalance issues and the traps, the lodge is pretty solid.
B)Vampires!: This was a good introduction to PF Vampires, and the three presented here are all awesome. They all have interesting backstories (especially the former vampire-hunter) and each of them was fun to run. Again, I liked the versatility of their usage: I could use any of them in any combination in any room, depending on where I felt that they fit best thematically.
C)Cool Treasure: Marrowfall issues notwithstanding, the unique treasure presented in this path was pretty good. Grave Candles, the Chelish Crux and the head of the Erinyes were all nce bits of flavorful loot. I especially loved role-playing the crazy devil head, made for some fun RP.
-Added Stuff: We were all tired of Shadows at that point, so instead of using them again at the Wave Door, I created a monster I called "The Black Water", a homemade hybrid of a gray ooze and a shadow. I also began realizing the lack of shadow monsters in general and began taking the Shadowgarms and advancing them, giving them a few new powers and less of a weakness towards light.
-PC Advancement: First real death of the campaign with Fiamma perishing against the monstrosity that is the Shadowy Triceratops. This sort of stopped the module for a session as a sidequest was enacted to get her raised. Basically, we all felt it inappropriate for a Cleric of Calistra to be raised by a Cleric of Asmodeus, so a number of other means and Arael were utilized to bring her back. As far as leveling, it pretty much stays singular class for everyone except Alario. Again inspired by Assassin's Creed and Batman, his character begins developing fighting styles that utilize an enemy's weapons against them. He also wanted to keep a theme of 'no magical abilities, all mundane gear' with the character, an aesthetic I thought fit itself quite nicely to the feel of the city. [Monk 7, Wizard 7, Cleric 6/Rogue 1, Fighter 2/Monk 2/ Rogue 3]
I love it. I hope it works out for you! Post here what happens, why don't you.
Spoiler:
Your scenario is good, but it can get even better if the PCs must do as Indy did and find another way to get out.
As you say, the party druid can just stone shape the next morning. So put a clock on it. I'd suggest the classic "bad air", myself. Give the dungeon gases gradually rising from some subterranean source, no big deal as long as the passage is open but gradually increasing to lethal concentrations once it's closed. Have Team Evil point this out as the druid is closing the door; Alicette can politely explain that they have an hour, perhaps two, and suggest that they spend the time making peace with their gods.
I would turn up the salt-in-the-wounds aspect, too, especially if you catch them fair and square. Alicette doesn't strike me as a gloater, but she could totally do the Bellocq ("you have worked so hard, my friends. Ah, well.")
Incidentally, it bears repeating that the gorilla is a terrifying opponent in melee, especially if he gets a FRA. Smite + Power Attack on a good character = he can kill a comparable-level PC in a round; he has reach, and his saves are good too. Handle with care! Maybe give the PCs a chance to see what a badass he is. Clever PCs can play keepaway and peck him to death with ranged attacks. If you show them first what they're up against and they still insist on going toe-to-toe, it's on them.
Also, other than the gorilla the hands are no great shakes in a fight. Alicette in particular is painfully misbuilt and not likely to survive more than a round or two of combat. Consider rebuilding her or adding a level or two (I'd give her a level of fighter and some real armor, myself). Alternately, if your party has 5 or more PCs, consider adding a 5th character to the Hands -- I'd say a straight fighter, cleric, or rogue.
I've been using them as harassment one step removed through Racing to Ruin.
Spoiler:
Aliciette hired Rickets the caravan master running the cock fights to take them out or slow them down. So the whole gambling argument thing was a pretext with him angling for his best opportunity- whether it be claiming some of their horses in payment or the inevitable fight.
Aliciette also hired the assassins in Kalabuto to take them out. They were paid with Aspis minted currency from Bloodcove. She had also paid Kibi to deliver a note the next day to taunt them a little if they survived.
So generally the Aspis advance team is ahead of the PCs on the trail to Tazion, but they aren't staying close enough to the main Aspis expedition to help them out directly.
What I am really hoping to do with them is...
Spoiler:
pull the Indiana Jones move. When they have finally figured out the Pillars of Light and used them to display the route to Tazion, I would like to use the HoS to steal the knowledge the PCs have worked so hard for and use their druid with stone shape to seal them into a room in the pyramid. My PCs also have a druid so worst case scenario he preps stone shape the next day and unseals the door.
Might throw in a scroll of wall of force to allow for some taunting while the stone slowly closes in.
After that I figure the PCs will be ready for a serious reckoning in Saventh Yhi.
as my group will very soon be starting part 3, I´m currently making some maps to show/play with. I´m using Maptools to make the maps.
To get ideas for the maps I´m using Google to find some ruin pictures. I hope its not an legal problem posting them here. If it is, please contact me and I´ll remove them. The monster pics are also from google.
If someone has a good picture for one of the locations, I´d be happy to see them and maybe make a map.
I will be updating them as I make them.
So lets start, maybe someone can use them for their own campaign:
E1 Crocodile Island Map E2 Lair of the Ape-Eaters Map E3 Chimera Lair Map
Monster: Chimera pic from AP
E5 Isle of Shadows
I ignored the discription here. In my version its an old tower which is completely flooded. It was once a kind of bank. On the inside are still some vaults, which are closed behind a giant sealed door and multiple forbiddance effects.
Map
F2 Promanda of Law
(Ugimmo is currently in his lair, an old building, half sunken in the water)
Map
Monster: Ugimmo pic from AP
F4 Flooded Amphitheather
The thing to the right is a portal. This portals are all over the city and connect some buildings via dimension doors. Some of them are still working.
Map
F5 Den of the Rakshasa
Changed Crocodile to normal tiger because of the pic ;)
Map
Hey all,
Thank you all so much for the positive feedback, I do intend to complete the whole book. Each panel takes about three weeks to flesh out, between the wood block carving pieces and the acrylic, it has been nothing short of a labor of love. I originally undertook the project as a tip of my hat and a thank you to the creative genius of the pathfinder team, as they have supplied me with countless hours of jaw dropping art and fun. Having gamed since I was eight, this kind of work has always been a calling, I only hope I can do James and the rest at Pathfinder justice. It's a tall order to fill, but I'm aiming to give this my all. I'm in mid process on page three and should be to page five by December, as I am creating the work for a class, I have to balance the rest of my senior portfolio work with this project. That said, I should get back to work, page three is calling.
Andoran seems to be actually the only true nationalism in the setting.
...
In short, nationalism has to transcend race to be real, and only in Andoran are we really seeing that.
==Aelryinth
So ... no. You do not appear to understand the nature of nationalism or how the concept of a nation relates to the concept of a race. And if you need some more validation look to -- and I know you hate trusting the words of the writers -- page 4 of Cheliax, Empire of Devils for a citation of the words "nationalism" and "patriotism" applied to Cheliax. Furthermore, social contract theory has, apparently, broken some ground in Cheliax. Probably Asmodeus' influence.
*dons his helmet*
Andorans are distinct from Chelish and Taldan stock. You can identify them by the stink of idealism about them, and the lucid phantasmagoria before their eyes just as they stab you in the back.
Some history then, for the revolutionaries and delusional savages who think five cows and a few spare bushels of wheat constitute wealth and plenty.
Long ago, the Last Azlant turned the savage princes of Taldor into a civilized people. The noble Chelish blood sprung from peoples conquered and civilized by the Taldan Empire at its height, and when they faltered it was Aspex the Even-Tongued who recognized the true spirit of Aroden's people in Cheliax and so made it the greatest empire on Golarion. Cheliax was to cover the whole of the world, every race and creed brought in and granted citizenship in time, so Aroden could return once more to claim the crown and usher in a new age of peace and justice. This was the Starfall Doctrine. It was the legacy, the destiny of our Empire, the thing that drove us onward.
Then Aroden fell. And all of Cheliax's enemies emerged to take from us everything we had fought and labored so long to produce. Cheliax built the roads, the walls, the keeps, the canals and the aquaducts that benefited all, but no loyalty was returned for these gifts.
Can you imagine? The gall of it. Noble houses without their divine patron suddenly adrift. Member nations driven to rebellion and uprising by their own greedy local lords. Treasuries of rightfully collected taxes pillaged by mobs and mercenaries. Civil war is the most terrible of sorts of war. Worse still when greater than half the country no longer acknowledges themselves to be Cheliaxian and holds those that do hostage to abuse at their whim.
Two pillars held the house of Cheliax upright in those times. My father's father fought for the House of Thrune, one of the only noble houses willing to face the ultimate danger in order to save our people. Thrune preserved the empire by the creation of a new Imperial State. Thus the house of Thrune is the heart of the Chelish people, the embodiment of its spirit. Our destiny today remains clear, even though the god prophesied to lead us has fallen.
The second pillar was the Hellknight Orders, the soul of the Chelish people. It was the Hellknights that turned the tide. And Hellknights fought Hellknights, for the path forward was not clear, and truth could only be found in violence. But as with the House of Thrune, the strength of the Hellknights comes from within, from a willingness to face the destruction of the soul in pursuit of the power to do what must be done. For the good of all.
The day that a monarch of Thrune loses that fight and becomes a slave to Hell, the Hellknights stand ready to cut her down. We alone exist apart from the social order, given special dispensation to act as we deem fit. And so it is that we come to the crowded tenements, the distant villages, the secluded courts of corrupt nobles, justice on our lips and upon our swords. We have control. We keep you safe. We are your hope.
Today, the vast majority of Cheliax, my home, remains as it was. The average craftsman or serf never sees a devil. Priests of Iomedae and Asmodeus mingle and exchange ideas, though that image might surprise the stupid and reactionary. There is peace, and there is prosperity, and there are protections for each class codified under the law. It is true, the Inquisitors and Hellknights often play a role in purging enemies of the state. More often than not, they are fined and returned to their homes, or sentenced to term-slavery until they have learned not to embrace seditious ideas.
If you doubt my words, you will find our histories recorded within the archives of Egorian. Daily, our scholars plumb the remaining records in order to piece together our past, and a new history is printed every third month to ensure the people are educated. If some archives are prohibited or stricken, it is only because we do not yet possess a full enough picture and cannot tolerate the dissemination of further damaging lies or senseless speculation.
Aelryinth wrote:
Your people grow short, and stooped...if they survive their plagues and famine and the cruelty and wars of those who call themselves their rulers.
They are constantly surrounded by brutality, pain, and death,inflicted by those who call themselves their rulers, with hopes crushed and dreams denied fervently. The summers bake them to death and starve them in their own fields, driving them to kill or be killed in turn.
Come live in the north, and you will know the happiness of work done with your own hands staying with you, no oaf with an axe denying you the right to defend yourself while stealing food from your family. Your brain may even cool enough to be released from its fever-dreams, and see and appreciate the beauty of the world around you.
Har!
You have already proven yourself empty-headed, savage. Cease your ignorant yapping. Trying to correct your misconceptions would be a waste of effort, and I have not the reach to silence your wagging tongue or I would have done it already.
TheWarriorPoet519 wrote:
... snip snip an excellent use of pragmatism as a criterion for paladin conduct snip ...
Common sense is a cipher. It means 'convenience' or 'sentiment'.
Mercy is a trap. Society cannot survive mercy. Allow one transgression to go without the appropriate punishment and you invite another. Your mercy bleeds society, one soul at a time. The greatest good comes from the strict enforcement of Discipline. Forsake immediate good for future good. We are not here to be loved. We are here to save the world from itself.
TheCrusader wrote:
So the answer to my question is "Yes"? You would see Cheliax awash in an endless tide of blood? You would turn common citizens into bloodthirsty murderers? You would have the Final Blades deliver their soul-stealing "justice" upon all those accused of being Thrune sympathizers?
You read the words, but you do not understand the lesson of Galt, and its Red Revolution. I do not think that it is my Paladin-hood that is in danger...
This knight is wise. He understands what is at stake.
In truth, it is we who failed the people of Galt. We did not do enough to purge them of their wild ways, nor could we find enough men to keep their radical leaders from retaking the province.
I whipped this up and thought I'd share, it seems a shame the APG isn't out yet, because this is how I envision Old Beldame would have looked like!
THE OLD BELDAMECR 6 XP 2,400
Female old human witch 7
N Medium humanoid (human)
Init –1; Senses Perception +4
________________________________________________
DEFENSE
________________________________________________
AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
hp 43 (7d6+19)
Fort +2, Ref +1, Will +9
________________________________________________
OFFENSE
________________________________________________
Speed 30 ft., fly 60 ft.
Melee+1 spell storing quarterstaff +1 (1d6–2 plus hideous laughter)
Special Attacks hexes (cackle, coven, evil eye (DC 18), misfortune (DC 18))
Witch Spells Prepared (CL 7th; concentration +12)
4th—baleful polymorph (DC 19), crushing despair
3rd—bestow curse (DC 18), deep slumber (DC 18), fly
2nd—false life, hideous laughter (DC 17), scare (DC 17), touch of idiocy
1st—cause fear (DC 16), charm person (DC 16), cure light wounds, mage armor, obscuring mist, ray of enfeeblement (DC 16)
0—detect magic, detect poison, light, stabilize Familiar raven
________________________________________________
TACTICS
________________________________________________
Before Combat The Old Beldame casts false life and mage armor on herself every day,
and she casts fly if she’s sees or expects people to approach. If she can she uses
evil eye on a warriors saving throws before combat starts.
During Combat The Old Beldame first casts scare to frighten away intruders. If they
remain, she follows with baleful polymorph, deep slumber, and hideous laughter spells,
while her scarecrow attacks as outlined below. She targets fighters
with scare, uses touch of idiocy against spellcasters, and targets clustered opponents
with her wand. The first person to engage her in melee combat is hit
with hideous laughter from her staff. If cornered she may resort to the use of her hexes.
Morale If reduced to 15 hit points or fewer, the Old Beldame casts invisibility then flies
out the door into the swamp, hoping to return later after her tormentors have departed.
________________________________________________
STATISTICS
________________________________________________
Str 5, Dex 9, Con 11, Int 20, Wis 15, Cha 12
Base Atk +3; CMB +0; CMD 9
Feats Alertness*, Craft Construct, Craft Magic Arms and Armor, Craft
Wondrous Item, Iron Will, Skill Focus (Craft [alchemy])
*when Scabs is within reach.
Skills Appraise +15, Craft (alchemy) +18, Fly +2, Knowledge (arcana) +15,
Knowledge (nature) +15, Knowledge (religion) +12,
Knowledge (planes) +15, Spellcraft +15
Languages Abyssal, Aklo, Aquan, Boggard, Celestial, Common,
Draconic, Sylvan, Terran
SQ cantrips, link (Scabs)
Combat Gear wand of burning hands (CL 5th, 10 charges);
Other Gear+1 spell storing quarterstaff (holds hideous laughter),
hand of the mage, shawl of resistance +1 (as cloak), spell component pouch,
spellbook
SCABS, RAVEN FAMILIAR CR -
N Tiny animal
Init +2; Senses low-light vision; Perception +6
________________________________________________
DEFENSE
________________________________________________
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 21 (7 HD)
Fort +1, Ref +4, Will +7
Defensive Abilities improved evasion
________________________________________________
OFFENSE
________________________________________________
Speed 10 ft., fly 40 ft. (average)
Melee bite +7 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
________________________________________________
STATISTICS
________________________________________________
Str 2, Dex 15, Con 8, Int 9, Wis 15, Cha 7
Base Atk +3; CMB -3; CMD 9
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +5, Perception +6
SQ deliver touch spells, empathic link (Old Beldame), share spells,
speak with master, speak with ravens
Spells Stored (Old Beldame)
4th—baleful polymorph, crushing despair
3rd—bestow curse, blink, deep slumber, fly, remove curse
2nd—false life, hideous laughter, invisibility, scare, touch of idiocy
1st— cause fear, charm person, command, cure light wounds, mage armor, obscuring mist, ray of enfeeblement, reduce person, sleep, ventriloquism
0— all
A few interesting stats that summarize the campaign:
Largest amount of damage dealt on an NPC with a single melee attack — 93 points of non lethal damage dealt by Taka (the barbarian) with a power attacking, raging, critical hit of his +2 keen greatsword on Narrgok, the gnoll priest of Rovagug who had defiled Kelmarane's church of Sarenrae. The non-lethal damage was the effect of a critical hit deck card: triple damage, but non-lethal. Narrgok got coup-de-graced quickly after that.
Largest amount of damage dealt on an NPC with a single ranged attack — 55 damage points dealt by Barham (the rogue) with a critical hit of his +1 shockbow, combined with a sneak attack on a poor salamander, in Bayt-Al-Bazan.
Largest amount of damage dealt on an NPC with a spell — 84 damage points dealt by Sidi Sahab (the cold elemental sorcerer) with an empowered cold scorching ray on a cold-vulnerable pyrohydra, in Bayt-Al-Bazan.
Largest amount of damage taken by a PC (or companion, or summon) from a single melee attack — 66 damage points on a poor summoned Wooly Rhinoceros, from a Fire Giant critical hit in Bayt-Al-Bazan.
Largest amount of damage taken by a PC (or companion, or summon) from a ranged attack — 14 damage points dealt by a Carrion Guard with his composite longbow on Nadir (the paladin), in the House of the Beast. It seems there aren't many ranged attack specialists, in this campaign…
Largest amount of damage taken by a PC (or companion, or summon) from a spell — 90 electricity damage points to Sidi Sahab and Nadir when Barham walked on a trapped carpet, in the Brazen Tower. Ironically, Barham took no damage from this trap that dropped the sorcerer. A few dark looks were exchanged at the table…
Largest amount of damage taken by a PC (or companion, or summon) from an effect — 67 damage points dealt by the Sepid Div's rain of debris on Sidi Sahab, in Bayt-Al-Bazan.
Largest amount of damage taken by a PC (or companion, or summon) from a full-round attack — 164 damage points dealt by Jhavhul on Taka through four attacks of his +3 adamantine unholy flaming burst Huge scimitar, power attacking. Taka was still standing after that. Impressive.
Number of unconscious PCs throughout the campaign: 28 (Barham 9 times, Nadir 9 times, Sidi Sahab 6 times, Taka 4 times)
Number of PC deaths throughout the campaign: 7 (Barham once, Nadir 3 times, Taka 3 times)
1. Considering the benefits of the lowly Dump, is there ever a game mechanics reason to build a Brewery, Granary, or Mansion? (It might help if certain structures couldn't be built next to houses or increased unrest, or if the Mansion counted as a house for adjacency rules.)
2. Isn't the Luxury Store stinking overpriced, even after other structures reduce the price? Or is the increase of the City Base Value that important?
3. When are we gonna see the kingdom building book!? I freakin love these rules!
Bonus Question: Since Tenements act 'as houses' does the first House OR Tenement built each turn not count towards you limits on building?
Bumped while awaiting official answers. ;)
I think at some point it was stated that the dump was a typo, or maybe it was the graveyard.
In any case, even if it's not, in my KM game I simply recosted the Graveyard, Dump, and Granary all to 6 BP and called it good, since they all give the same bonus. Not official, but there it is.
As for the luxury store, it is kinda overpriced, but the increase in city base value is pretty important if you get sick of always riding off to Restov every time you wanna buy or sell magic items outside of your kingdom rolls.
I also, for that matter, either taking up some errata from the boards or just deciding to make changes, said:
Barracks at 12 BP and watchtower at 6 BP, even though they are identical except that the watchtower also grants a stability bonus? The costs should be:
Here was a long rant I sent out to the PCs when they came back from the Howl of the North Wind mission (which btw I turned into a winter wolf with worg minions; but then, my PCs are over-leveled for the adventure).
At this point, the PCs had established their first town at the trading post and were concentrating on building farmland. They had just built a second town at the Temple of the Elk, and most of their early BP were spent on a caster's tower to build up the magic item trade. The queen/baroness/ruler is a halfling fighter/barbarian.
The funny part is that, after reading this, more than one player said "You know... he does kind of have a point." In the end, after several Diplomacy checks, they bought him off and hired him to be the Councilor for the kingdom. For the next six months, he was using his Charisma bonus to alter their kingdom rolls and to influence events until they finally found him out and chased him down and killed him. They hated him for all the mess he caused... and then right after he was killed, the next kingdom event? ASSASSINATION! Which I worked into the plot as a sleeper agent set up to take someone out if anything happened to Grigori. It was delicious...
Anyway, happy reading!
The rantings of Grigori
Down with Queen Irina!
Public meeting tonight at Oleg’s Market to denounce the false and foolish so-called heroes who would call themselves our leaders! Where are they now? What have they done for us?
Defeated the Stag Lord? I halfway wonder whether there ever really was such a man. Surely, they brought a scarred head with a stag mask on it, but what of the ruined keep where he held court with his men? Where is that castle now? Abandoned to the wilds! Even if this Stag Lord was killed, who rules there now? Probably another bandit worse than the first! Or some savage beast not even human.
Yet here we cower, clinging to the pioneer spirit of noble Oleg, who dared the wilderness himself and established this place. Sure, our wise leaders have built up this mill and smithy, and roads, but leading where? Nowhere! Where is their vision? They have done nothing here but build upon the vision of Oleg himself, a man braver and wiser than they. They stand upon his shoulders.
Even this new town in the woods, Elkhart, is no doing of theirs. Surely they provided the gold, but it was the vision of Jhod Kavken to restore the temple of his noble divine patron, Erastil, master of hearth and hunt and home. Loy and Latricia Rezbin, they too would establish a new town of Tatzlford, turning riverbend once known for menace into a place of industry and hope, yet our leaders string them along with empty promises. Where is their leadership? Why is it that the only leading being done around here is by you, the smallfolk.
Where are your leaders? What have they brought you? A new kingdom. Where is their throne? Where is their palace? Where is their court? Where are they that we can find them when we need them? Are we savages that we kneel in the mud before our tiny queen as she sits a rock before the fire, or tipping back a fine pint of ale in the tavern? Oh wait, we don’t HAVE a proper tavern!
Even if we ARE a kingdom in truth, what good is that, when an army could sweep down upon you unawares at any time and wipe us all off the map! We have houses, a mill, a smithy, near on two thousand souls gathered here, but where are the walls to defend us? Where is even a watchtower to give us warning when enemies approach? Sure, we have a graveyard to bury our slaughtered dead, and a fine dump to toss the refuse of their burned homes, but how about something to protect us so we don’t NEED a graveyard and a dump?
I ask again, what have our leaders brought us? PLAGUE! That is what. I don’t need to remind you that the very moment they founded this excuse for a kingdom, we were ravaged by it. What taint have these foreigners brought among us? And what else have they brought us? WORK! Sure, we have work aplenty. Work to do for THEM. Logs, boards, nails, horseshoes, axes to fell more wood to saw into more boards to expand the mill and the smithy, and for what, to make more boards and more axes!
We gather roots and herbs and berries and the gods alone know what else for that thrice-curst tower… that does what exactly? Magic? It makes magic? Have any of you seen any magic coming out of it? Oh no, they don’t show us what they’re doing. Those bars on the windows, those funny-colored smokes coming out; who knows that they’re doing in there? Even if it’s doing everything they say, what good is magic for you and me, when everything they sell would take us little people an entire year of labor to afford? Oh, I forgot, it’s for “trade” to make us all richer. If our lords and masters get rich enough, they’ll share with us. How could I forget?
We sow and we reap, we clear the farms from the chill of winter, and we look forward to a new spring, but what do they bring us now? SCANDAL! A brothel, my brothers and my sisters. A brothel. Our leaders seem a lot more interested in tending to the luxury crowd, as if we even HAD rich people living here, than in seeing what we really need. Are they hoping to somehow make this a vacation spot for the rich and famous? LOOK AROUND YOU. We’re on the edge of the wilderness, and not the beautiful edge! What are they DOING over in that brothel. Well, I mean, we KNOW what they’re doing, if you know what I mean, but our leaders, wasting their time on rubbish like that when we have a hundred more important things to do.
Now, far be it from me to judge those who crave the pleasures of the flesh, but that flesh will not protect us when the wild folk beyond the hills and forests decide to take an interest in our little kingdom and see that we are sitting here undefended. Disorganized. No town hall. Leaders who are always wandering off “adventuring.” They are negligent in the extreme. They don’t care about you, or me, or any of us, or all of us.
Look, I’m not saying they are no good at anything. They’re handy with a sword, to be sure. If there’s killing that needs doing, they seem like the people for the job. But that’s just it; do you want a gang of thugs, of killers for hire, as your leaders? Don’t you deserve better? Don’t you deserve someone who really has your best interests at heart? Someone who doesn’t go around antagonizing the menaces that live in the dark places of the wilderness, raising up their ire, and then gallivanting off again on another errand, whether legitimate like their much-appreciated wolf hunt, or some fool’s errand of their own. Who will protect us against the hornet’s nests that they have stirred up? Bandits? Worgs? More werewolves? What’s next? Trolls? Unruly fey angried up by their depredations?
We need someone who will respect the will of the people and the wants and desires of the people. We need a queen… or a king… or SOMEONE to rule us as we deserve. Say it with me:
DOWN WITH THE QUEEN! DOWN WITH THE QUEEN! DOWN WITH THE QUEEN!
I think it's entirely reasonable for players to have:
1. A price list of the various buildings and improvements they can make (including roads, farms, clearing and claiming hexes, etc.). Not the effects, but how much BP they cost, how long they take to build, in terms of clearing hexes and such, and how many of each they can do per turn.
Not the effects of all buildings, but the prices.
2. Some general information about the effects of buildings.
a. A list of what buildings result in the creation of magic items, because building those opens up a new subset of the rules.
b. A list of the buildings that add to the gp limit of their city.
c. A list of buildings that have special limits on construction (next to a house, NOT next to a house, next to water, etc.).
d. A list of buildings that INCREASE and that DECREASE unrest.
All of the above give them the outline of what they can do with the resources they know they have (BP). They don't need to know the precise effects (how many items, how much of a gp boost, what bonuses to which rolls).
You also have a choice to make once they start building stuff. Do you:
a. Manage all the math yourself, and don't tell them what the building does?
b. Tell them exactly what buildings do, but only AFTER they've built at least one of them?
c. Give them the full run-down on exactly what each building does before they build them, so they can number-crunch the efficiency.
3. They should know that every hex and every city district costs 1 consumption.
4. The rules on edicts I think are fine for players to have.
5. As far as kingdom roles, they should have the description of what each role does, and they should know that leaving roles vacant (other than the royal assassin) will cause penalties.
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For any of the above, I think at least to start I wouldn't give them the specifics on what different buildings do, or what stats they need for various roles.
Let them gravitate towards the roles that interest them, or the buildings that seem like things they should make because it makes narrative sense instead of "ooh, if I build THIS first, then I can build THAT, and this combo will provide 4.7 BP per turn on average instead of 4.3" or whatever.
I think you'll find better role investment if Bob the Bard wants to become the Ruler because the player is interested in exploring that role, rather than the other party members saying "Bob, you should be the Ruler because you have the best Charisma."
But, that may just be wishful thinking. Besides, it will more work for you if you have to manage all of the numbers, and you have to realize that players are there to have fun too, and if you think your players are the sort that might really enjoy that kind of resource management game, you might think about giving them the keys to the candy store and letting them roll with it.
I think, at least to start, less is definitely more.
Has the idea of Shrines, Temples, and Cathedrals providing a +1, +2, and +4 bonus based on the alignment of the deity worshiped there (as per the Alignment section on page 55 of Rivers Run Red) come up yet?
This would differentiate a temple of Calistria (+2 loyalty, +2 stability) from a temple to Erastil (+2 economy, +2 loyalty) or a temple to Asmodeus (+4 economy).
This doesn't necessarily break everything down by phase, but it does give a capsule of each month. This covers the first 13 months of the kingdom's existence and might give a useful overview.
BTW, the "claimed" hexes have been given grid coordinates - just go down the left side of the hex map starting with A at the top. Then go across the top of the map enumerate the hexes above their upper right facing. Start with 1 at the left and go across, and then down the right side of the map. This gives you a straight horizontal hexline as your latitude (letter) and a diagonal/vertical hexline as your longitude (number)
Kuthona 4709
Summary: In celebration of their defeat of the Stag Lord, the PCs proclaimed their new domain and established their first city on the site of Oleg's Trading Post, dubbing it the city of Northgate. Irina was crowned as ruler and immediately starts ordering everyone around!
Claimed: B6
Buildings Constructed: Caster's Tower, House, free Stable
Major Events: None
Abadius 4710
Summary: The first trouble creeps into the kingdom as some of your settlers start disappearing. Clever tracking reveals it to be the work of a pair of savage werewolves! They are put down like the snarling curs they are.
Claimed: C7
Buildings Constructed: Graveyard, farm and road
Major Events: Werewolf attack!
Calistril 4710
Summary: The rulers start hunkering down and trying to get the kingdom in order for the coming year.
Claimed: D7
Buildings Constructed: Smith, farm and road
Major Events: Jhod Kavken, priest of Erastil, offers to set his followers to work clearing the forested land around the ruined Temple of the Elk in the forests of the northern Narlmarches in order to reestablish a town and temple there and add it to the barony.
Pharast 4710
Summary: A continued focus on building, including clearing some terrain to connect Northgate to the planned town of Elk Run in the forest.
Claimed: D6
Buildings Constructed: Tannery, logging camp and road
Major Events: None.
Gozran 4710
Summary: Continued building leads to establishment of the barony's second permanent settlement as the restoration of the temple is completed at Elk Run. Followers of Erastil, LG patron of the hunt and the hearth, rejoice!
Claimed: D5
Buildings Constructed: Temple (Elk Run), road
Major Events: New town! In addition, a married couple of foresters, Loy and Latricia Rezbin, come forward with a plan to establish a trading post and village at F5 to be called Tatzlford, after the tatzlwyrms that have recently been cleared out of the area. They have already built a ford across the river and can clear the area to make it ready for a town, but need support from the PCs to build it. They are encouraged to continue with preparations but that founding the town will have to wait a bit.
Desnus 4710
Summary: The happy expansion of the barony is rocked by scandal!!! Something about paladins and brothels and "medical examinations" - it's all rather unclear in the details, but suffice to say the people are not happy.
Claimed: E7
Buildings Constructed: Smith (Elk Run), road and farm
Major Events: Scandal! Outrage!
Sarenith 4710
Summary: The PCs decide to drum up some good press and go out to slay a rampaging pack of wild wolves menacing their southern frontier, the infamous "Howl of the North Wind." They succeed, and complete a thorough exploration of their northeastern frontier, but on returning home with their trophy face a near-insurrection led by Grigori, but the unrest is quelled and Grigori is turned to your side and adopted onto the leadership team.
Claimed: F8
Buildings Constructed: Monument (Elk Run), road and farm
Major Events: Political showdown with the rabble-rouser Grigori.
Erastus 4710
Summary: A simple turn of concentrated building turns ugly when a DRAGON menaces your southern farmlands. It is driven off eventually, but only after wreaking much destruction.
Claimed: B7
Buildings Constructed: Tannery (Elk Run), road and farm
Major Events: Monster attack!
Arodus 4710
Summary: A month of thankfully quiet reconstruction in the wake of the draconic menace.
Claimed: F9
Buildings Constructed: rebuild road and farm, build mine
Major Events: None.
Rova 4710
Summary: After much building and preparation, the barony has developed its lands down the Thorn River valley to the Stag Lord's old keep on the shores of the Tuskwater. Finally, the PCs can establish their capital city! Called Caer Sego, construction of the PCs' new castle is halted by an outbreak of the PLAGUE! Stupid unsanitary ruined castle!
Claimed: G8
Buildings Constructed: Castle (Caer Sego), road and farm
Major Events: Frickin plague. Why is this site infested with the Forest Jumbles? Also, the nixie who had taken up residence in the Stag Lord's keep with her pet hydra was still here, but her hydra had been killed, burned to death and torn apart by the look of it.
Lamashan 4710
Summary: The plague was successfully contained and the castle completed, allowing the PCs to finally move into their new capital!
Claimed: C8
Buildings Constructed: Park and House (Caer Sego), Graveyard (Elk Run), road and 2 farms
Major Events: None, but a continuing string of financial issues have cropped up. Something is messing with your money!
Neth 4710
Summary: Who knew ruling your own country could be so hard? Tensions flare between north and south over moving the capital, and deputies sent out to calm the dispute end up taking sides themselves.
Claimed: D9
Buildings Constructed: Town hall and Dump (Caer Sego), 2 roads, 2 farms
Major Events: Let's start the feud!!!
Kuthona 4710
Summary: Thanks to massive efforts to appease the populace with buildings focused on security and peace, the feud cools to a simmer but still there is strife in the hinterlands.
Claimed: B8
Buildings Constructed: Watchtower and House (Caer Sego), City Wall (Northgate), 1 road, 2 farms
Major Events: The feud is ongoing, but not at the fever pitch of the last month. Perhaps the people were mollified by celebrating Sego's anniversary and moving into their second year.
Similar but slightly different from creating new types of buildings, in my Kingmaker campaign I introduced the following ideas for some things you could build in your non-city hexes. In part I was inspired by the Civilization computer games, but also wanting to allow something to boost the effect of special resources.
Any of these actions take the place of the "build a farm" action in your kingdom turn. They also are mutually exclusive - you can have a farm OR a mine OR a fort OR a camp in a hex. None of these improvements represent a single building in a 12-mile hex. It's not just one farm, or just one mine, or just one fort. Building means you have devoted the primary physical and human(oid) resources of that hex to the activity of farming (farm), mining (mine), logging/fishing (camp), or patrols and defense (fort).
You can, however, build roads through a hex with any of the above.
So, you might consider the following as possible house rule ideas:
Fort: (6 BP, cost is halved if built over an area with an existing Lair or Cave) Instead of building a farm hex, a fort can be built in any hex. +1 Stability, -1 Unrest. If the hex is attacked, +2 Defense.
This is essentially a watchtower. The defense bonus would apply if an enemy attacks your forces in that hex using the upcoming mass combat rules. However, you could also apply it as a special Stability bonus to a Stability check you might make in response to an event like "Monster Attack" or "Bandits" if are having that affect a specific hex.
Mine: (6 BP) Instead of building a farm hex, you can build a mine in hills or mountains. +1 Economy, +1 Stability. This is doubled if the hex contains a "resource" like gold or iron ore: +2 Economy, +2 Stability.
This is essentially the same as a mill in a city, with a special bonus for doing it in a hex where you have a resource.
Camp: (6 BP) Instead of building a farm hex, you can build a logging camp and mill in forests or a fishing camp in swamps. +1 Economy, +1 Stability. This is doubled if the hex contains a "resource" like rare lumber, herbs, or fish: +2 Economy, +2 Stability.
Yes, this is essentially identical to the mine, just in different terrain.
Terraforming: Instead of building a farm hex, you can convert a forest hex into hills or a swamp into grassland. This takes 6 months and costs 24 BP. You could also plant a forest in a grassland or hills hex (though I'm not too sure why you would want to) for the same cost. You continue to gain the benefits of a camp during terraforming, but at the end of the terraforming it is destroyed.
Terraforming is an interesting idea - should PCs be able to really alter and remodel the map as it exists? I think they probably SHOULD be able to; however, I think it is absolutely fair to increase the incidence of negative events - Monster Attack would be a natural, as habitat is destroyed, but any of the nature-based ones like Bad Weather could be druidical revenge, and even Assassination, Feud, and the like could be sponsored by druids and fey objecting to systematic "rape of nature," so to speak and lashing out against it.
Rivers: Much like roads, rivers can be used for commerce. For every 4 hexes your kingdom controls that contains rivers, you gain +1 Economy. (Yes, hexes with a river and a road count for both.)
This was another Civ-inspired notion, as rivers in Civ traditionally boost trade. Of course, they also speed movement in civ, which I wasn't quite willing to do, although people can of course use river transport if they like per the normal PFRPG rules.