Sins of the Saviors (GM Reference)


Rise of the Runelords

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Dumb question but since Big K is now aware of the PCs I'm unsure how the Sihedron Medallions "sense the world through the wearer's senses" thing works. Is this an auto success for K or do they get a save against it?

Shadow Lodge

I'd say, each day, pick a PC to be the target of Special K. Make a Will save in secret for the PC in question as if he'd cast Greater Scrying (but he can do this whenever he wants via the Runewell). If the PC fails, Special K can either get the standard view of the PC and the immediate surroundings, or can get a secondhand sensory feed of what the PC is perceiving.

If the PC makes the save, just tell the player, "Ever get the feeling that you're being watched?" Also, I think the sihedron medallion counts as if Special K's got a piece of the target (since he's technically scrying on the medallion, which he built himself), and can ignore the cross-planar nature of the Eye and the occluding field. You can still reduce the DC when they're in Runeforge if you want.

That's how I did it, at least.


Am I missing something, or is there not really any lead to encourage the PCs to go back to Sandpoint after defeating Mokmurian? The text says “It’s likely, however, that the PCs head back to Sandpoint soon enough on their own, particularly if they found the notes in Mokmurian’s lair that spoke of his concern about the chambers below Sandpoint housing a “traitor to Runelord Karzoug.” However, I can't find any such notes mentioned in Mokmurian's lair. The only related thing is the map of the Lost Coast, which has a note reading “Hellfire Flume ruins — foundation stones from each would know where the traitor Xaliasa dwelt, and perhaps where he hid his key to Runeforge.” But this doesn't encourage the PCs to return to Sandpoint - it merely gives the explanation of why Mokmurian wanted a stone from the Old Light. Given what Karzoug says through Mokmurian, isn't it more likely that they will try to find Xin-Shalast?

What did you do to get your PCs to return to Sandpoint?

Shadow Lodge

Yeah, I thought that part looked more like an optional side quest as well.

How I handled it, I included the seven swords of sin, that started out dozey and not at their best, but they increased in power over time. When the swords saw the word Runeforge, they all got nostalgic and wanted to check that out.

It involved a rework of how Runeforge and the weapons worked, but basically, each PC got to reforge their sword as virtuous or sinful, so they could be at their best when it came time to challenge Chellan.


Callum wrote:
Am I missing something, or is there not really any lead to encourage the PCs to go back to Sandpoint after defeating Mokmurian?

The PCs in my game were married to people in Sandpoint, by this point in the campaign. Or they had lovers in town. And they were pretty greedy and loved returning to the Rusty Dragon for the free food & rooms. Also, one of the characters had retired to help restore/run the Glassworks. So I imagine they would have come back anyway. Having said that, I took the rumors/research that is offered on page 233 and 248, and freely gave out that info when they went into the library to research Xin-Shalast and the Runeforge. This helped them to see that the Runeforge was important, and from the handout that you mentioned, they knew that someone in Sandpoint had a key to it.

Based upon the advice on page 232, I also allowed them to research "the traitor Xaliasa" from the handout. The ancient library with it's clockwork librarian wouldn't have any info on Xaliasa turning into the Scribbler, as that's new information. However, we know from module/book 5 that he was a powerful general in the old runelords' armies. So, not a big stretch to at least have the names of some generals and where they served. Of course, when they served, the entire area was landlocked. So it was fun to point that out, and have the players say, "but that's near Sandpoint, and that's not land-locked!"

By this point, I was also trying to make it very clear that the "lighthouse" in Sandpoint was a hellfire flume used by the runelords, which further makes it clear that Sandpoint was a strategic military location. All of this may send them back to see if they can get information or find out what Mockmurian had learned.

However, if all that falls through, don't forget that the module says that delays in returning = Father Zantus gets a Sending spell cast to tell them to return. So at least for this part of the game, they players don't need to be motivated, and don't need to be interested in the notes or the library. If they just blow it all of or go in the wrong direction, they'd have all of a single day to wander or waste time, and then poof, Zantus puts them on the right track.


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"One of the rune lords built these flumes along the eastern boundary of her realm."

"Huh? There's nothing west of Sandpoint but ocean!"

"Today, that's true."


Thanks, outshyn, all that is very helpful! It does seem odd to me that there is only one mention of Runeforge in Mokmurian's lair - on the map - and no guidance is given on researching it in the library. Conversely, lots of information can be discovered about Xin-Shalast and Karzoug, which tends to encourage the PCs to start searching for Xin-Shalast right away. If I were to rewrite this section, I'd add notes written by Mokmurian indicating that he thought it was important to find Runeforge (why would he think it important?), and remove Karzoug's reference to Xin-Shalast. I'd also replace the set of Knowledge (history) checks about Xin-Shalast with ones about Runeforge.

Your reminder about Father Zantus' sending spell is a good one, though. I'll use that to stop my players heading off in search of Xin-Shalast.

Grand Lodge

The way I've been looking at it (which may or may not be useful for people later looking at this thread), is:

The PCs should both know that Karzoug is their ultimate foe, and that he is in his famously difficult-to-find capitol city at the end of Book 4. However, on top of the perils of even finding the place, Karzoug is a figure straight out of legend, far beyond the scale of anything the party has faced - they'll need every advantage they can get (mainly levels, but in-fiction weapons, armors, and any other tool they can get their hands on) if they hope to take him on. By defeating Mokmurian, they may have stalled his attack on Varisia, but they have also quickened his personal return to Golarion - time is running short, so they need a solution quick!

At this stage, the party should know of at least two sources of information, as mentioned by the AP: the Therassic Library and Brodert Quink.

The Therassic Library would be able to tell people about the significance of Runeforge, both diplomatically as well as technologically. Specifically, Runeforge should have contained research beyond the technological and magical level of the Runelords, especially the weaker ones like Karzoug. It's obviously not in Xin-Shalast, but the party should be pretty baffled about where to look for it.

Brodert Quink may have only heard of Runeforge extremely distantly, but as someone interested specifically in the war between Alaznist and Karzoug, he may have heard of the development of other weapons of war that they employed - runeforged weapons and the Seven Swords of Sin. Both emerged shortly before Thassilon's fall, and the method of their forging has been lost, but one critical piece of information remains: these weapons were forged specifically to exploit the magical weaknesses of particular Runelords' forces. This is dry military history in Brodert's world, but if the PCs want to draw on his knowledge of 'Runeforge,' this may be his primary connection to it.

At the start of Book 4, the PCs definitely know that the raid on Sandpoint was about confirming the resting place of Xaliasa, someone who was specifically stationed at a Hellfire Flume (and they may have found the marked Hellfire Flume locations). If the Therassic Library mentions Xaliasa in connection to Runeforge (for instance, that he was one of its architects or key researchers from Shalast), that helps the party quickly narrow in on the possibility that Xaliasa is somebody worth finding - and someone Karzoug and Mokmurian believe is dead, but is nevertheless significant. Given that the party has seen 1-2 instances of entombed scholars and architects preserved as sources of information (the 6 architects of Thistletop and the Black Monk), there's a chance they'll conclude that Xaliasa may have been similarly entombed somewhere underneath Sandpoint.

With these pieces of information: 1) Runeforge is a hidden, interdisciplinary laboratory established soon before Thassilon's fall, 2) the Runeforge produced multiple weapons used to fight Shalast's military forces, and 3) Xaliasa is someone who would know the location of Runeforge, and he may yet be a source of information one way or another, the party has enough information to form a plan of action for combating Karzoug and his forces in Xin-Shalast.

Particularly cunning parties may also guess that Karzoug is desperate to find Runeforge himself (given the raid), cementing the idea that there is something either valuable or harmful to him there if it's found. In either case, they want to beat him to it.

And, yes, if parties really haven't been paying attention and are just following plot hooks wherever they lead, Zantus's sending does well enough. I just find that relatively few tweaks to the information present in Book 4 help orient the party towards finding Runeforge on their own.


Another great post - thanks, Askar Avari!

Again, my issue is really that Runeforge is mentioned for the first (and only) time on the map in Mokmurian's lair, and no mention is made of what might be found out about it in the Therassic library. Given this, it doesn't seem particularly important, and yet it is where the PCs are supposed to head in the very next chapter! Given Karzoug's dramatic speech at Mokmurian's death, it's not surprising for the players to focus on finding Xin-Shalast, especially given the detailed information about it available in the library. I just feel something more is needed to help the players understand the importance of Runeforge.


Geralt_Bialy_Wilk wrote:

Got a question about Runeforged Weapons. There's that part about "A wielder who is considered sinful or virtuous with the same type of sin/virtue as a runeforged weapon he wields[..]".

How should I connect the 7 runforged enchantments with 7 sins? There are two sin components to each weapons - so every weapon is actually two types of sin, or does the weapon gives a bonus to character that is sinful with a quality the weapon actually oppose (which would be silly...)?

I have the same question, and I'm assuming that the answer is that the extra bonuses apply to a wielder who represents either of the weapon's two component sins.

Does anyone have an answer/reasoning which argues otherwise?


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Callum wrote:

If I were to rewrite this section, I'd add notes written by Mokmurian indicating that he thought it was important to find Runeforge (why would he think it important?), and remove Karzoug's reference to Xin-Shalast. I'd also replace the set of Knowledge (history) checks about Xin-Shalast with ones about Runeforge.

Your reminder about Father Zantus' sending spell is a good one, though. I'll use that to stop my players heading off in search of Xin-Shalast.

IMC, I'm adjusting the research/sage results about Karzoug in general and making him seem like he was practically a demi-god and by far the most powerful of the Runelords, as he was beginning to delve into magics associated with the entities of the Dark Tapestry. Were it not for Earthfall, he would have began conquering the others. As it is already IMC, I'm replacing Sins of the Savior with book 5 of Shattered Star. Karzoug stole the Runeforge and moved it to Guiltspur to prevent any weapons from being made to defeat him, as well as the knowledge within. I have a deep adjusted backstory of Mesmalatu being a spy for the "good Azlanti" before she was turned to Nyarlothetep. Her last name was Adella (yes as in Tomb of the Iron Medusa) and she trapped Cadrilkasta in Leng and cut off Karzoug from reopening the portal by hiding the key in the aforementioned Tomb. I have a deeper story for the Adellas, why they became followers of Asmodeus, How/why their matriarch, Mesmalatu, wound up as a spy in Guiltspur, etc. It all stems from the history of the Azlanti people and avoiding a return of their Alghollthu masters by mucking around the Dark Tapestry and Leng.

Delvahine is key to this long running subplot and makes an appearance as far back as Dawn of the Scarlet Sun enhancement (merged with Avalexi and non-combatant at this time) that I'm running parallel to the events in Magnimar. The trail will eventually lead them to Guiltspur later and the Runeforge by default, more so when they find out how powerful Karzoug really was. They will want runeforged weapons before Xin-Shalast with little prompting. Rimeskull is now just an Indiana Jones flavored map room, which will be revealed to them normally by Xaliasa. Arkrhyst will be there of course, and he knows much of the Draconic histories and has always searched for Cadrilkasta's fabled horde. He knows it's somewhere in this region and I'll likely use him in a temporary alliance (maybe after a brief skirmish).
In the Xin-Shalast thread, I mentioned some of these details, I also mentioned I'm using Giantslayer 4 right after Mokmurian in book 4. I've gone a bit further.
Arkrhyst is a long time nemesis of the living giants in Skirgaard, most have mysteriously begun an exodus further east (Xin-Shalast) months ago and he knows where they went. He also wouldn't risk getting too close.
A witch from the north has recently moved into the area and has begun using fel magics there (basically awakening the dead giants in Skirgaard as in the module). This ties into my Witch player's backstory, she's an escapee of Irrisen and the great winter witch Anelisha. Berkvildr is an agent of the Winter witch and has been dispatched to take advantage of the giant exodus, they know the Witch player is in the region based on stories of their exploits until now. Berkvildr was known to the witch player before as a Changeling, it will be cool to play out as the player realizes this was the other stolen child she left behind when she escaped long ago now transformed fully into a Hag.
Arkrhyst wants Skirgaard but is afraid to take it himself. He will task the group to get rid of the witch and the undead giants, in return he will tell them the locations of Guiltspur (he has seen fire giant activity there as well) and later Xin-Shalast as it is a greater threat to his perceived domain.

Sorry for thie wall of text. :) Hope I didn't bore anyone.


Would The Scribbler recognize the Sihedron Medallions? Know about their scrying properties? Would he see them and assume the PCs are working for K?


In area A9, Outer Sanctum, the Scribbler's Suggestion trap creates a suggestion spell effect. Suggestion is language-dependent, but the trap doesn't specify what language is used. However, the only languages that the Scribbler speaks are Abyssal and Thassilonian, so whichever one is chosen, it's unlikely that many of the PCs will be affected by this trap. How have other GMs handled this?


Callum wrote:
In area A9, Outer Sanctum, the Scribbler's Suggestion trap creates a suggestion spell effect. Suggestion is language-dependent, but the trap doesn't specify what language is used. However, the only languages that the Scribbler speaks are Abyssal and Thassilonian, so whichever one is chosen, it's unlikely that many of the PCs will be affected by this trap. How have other GMs handled this?

I'd run it as is. The Scribbler was a resident of ancient Thassilon, where Thassilonian was the common tongue. Of course he'd try to use Thassilonian. Unfortunately for the Scribbler, Thatssilonian is a dead language in the present day. This would make his trap less effective.


Callum wrote:
In area A9, Outer Sanctum, the Scribbler's Suggestion trap creates a suggestion spell effect. Suggestion is language-dependent, but the trap doesn't specify what language is used. However, the only languages that the Scribbler speaks are Abyssal and Thassilonian, so whichever one is chosen, it's unlikely that many of the PCs will be affected by this trap. How have other GMs handled this?

I think the person writing the adventure forgot that he wouldn't speak common at all, or forgot to add it to the stat block, since he's written to RP with the party and has a town guard corpse in his room that he's been using Speak With Dead to talk to.

I'm probably just going to move a skill rank to linguistics and assume he used lesser planar ally to get a Quasit to teach him common or something so all the RPing with him is available for the whole party.


Ninja in the Rye wrote:

I think the person writing the adventure forgot that he wouldn't speak common at all, or forgot to add it to the stat block, since he's written to RP with the party and has a town guard corpse in his room that he's been using Speak With Dead to talk to.

I'm probably just going to move a skill rank to linguistics and assume he used lesser planar ally to get a Quasit to teach him common or something so all the RPing with him is available for the whole party.

I think that that is reasonable. Allowing the party to RP with the Scribbler does sound more fun for the players.

Shadow Lodge

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Also: at this point in the AP, Tongues is easily available for people who don't want to put a point in Linguistics. Considering how this AP is all about learning about stuff from Thassilon, it's reasonable for PCs to want to learn the language so that they can read things like how to get to Runeforge.

Of course, if they don't, you can always let the Scribbler cast Tongues on himself, or give him a sort of empathic communication where everyone around him gets the feeling he wants to know about/tell you something.

Grand Lodge

Hi there folks,

I've been working on revising Book 5 for more challenging encounters for some time now, and I've mostly completed Runeforge. I've been approaching it from the understanding that my PCs will be level 14 up until they leave Runeforge, at which point they'll jump to 16 as long as they have one runeforged weapon - thus, every section of Runeforge assumes a 14th level party, but still aiming for gradually increased difficulty according to how the book is arranged.

These has been going quite well, with one exception: the Festering Maze of Sloth. It's ordered late in the adventure, but the few fights are at-CR, with the exception of Jordimandius, who can be easily defeated at a range or in melee (if the fighter can fly or air walk). What's most disappointing about that is the presence of puzzle elements to his fight - the four humors and the immovable rods in particular. However, there's little reason to bother with these elements, given how easy he is to defeat.

I'd really like to make the Festering Maze more interesting, and I see a few potential ways to go about it:

Options:

- Make Jordimandius's unique traits more impactful to make him extremely defensive and difficult to beat without relying on the puzzle elements, although still rather easy, given how slow his summoning is and low his DCs are.
- Upgrade Jordimandius a little and give him some minor called creatures (advanced Hezrou demons?) to simply make him a more interesting opponent.

- Replace Jordimandius with a called Lilitu he called in a moment of desperation, who has since turned him into a Husk.

Of course, these could be tied together into a timeline, but that's very party-dependent.

Any recommendations on where to take this?

Note: Previously posted in the wrong forum


Hypothetical question: what does Azaven do if the party clears the rest of the Crypts (and the rest of the Runeforge), but never looks for and/or never finds the secret door into his room?

Options:
1. Scry and fry. After collecting and raising some corpses from other areas of the dungeon he sends his Devourer to meet them and once they are distracted teleports in behind them with his new minions.
2. Cautiously, nothing. He waits until they leave, creates some new minions front the corpses they leave in their wake, and follows them out of the Runeforge a couple days later. From there he goes about his business assured in the knowledge that his phylactery is as safe as possible in a hidden location on an inaccessible demiplane. The party never learns of his existence.

What do you think?

Grand Lodge

@Dan Hunt 822

From the perspective of "what would an intelligent lich who has lived for 10,000 years in extremely close quarters with incredibly lethal people do?" I would definitely say the latter. Self-preservation will almost always be a lich's first goal, and he has the power to get a lot done in the Golarion of today - especially if he's coming in armed with the knowledge that one of the Runelords is rising, and he has the opportunity to find out exactly which one if the party leaves Runeforge alone.

Now, is that right for your party? It depends. He technically has very little to lose from attempting to kill them (he'll just rejuvenate), but given the close quarters, his phylactery will absolutely be found before he has the option to come back. Sending minions could be a rather cheap, safe option for him, but it also runs the risk of decimating all of the new specimens he's able to get his hands on as a result of the party's fine work.

Do you think it will sit well with your party if they find out that, in overlooking some detail, they set a lich free on the world? If that's not a problem, I'd go for it. But some people might not like the feeling of being 'punished' for not searching every room for a secret door (or having searched but not found it).

If not, I think you have a third option - he waits until the party is vulnerable, offers them a deal to help them/him escape, and attempts to slay them in their weakened state if they refuse.

Overall, I think I'd say leave him be, and feel free to use him in another Golarion campaign you do some day if you feel like it.

And, as a final note, Azaven likely knows that his master Zutha has simply been in torpor for the past 10,000 years. If he's particularly loyal, he could set about collecting the pieces of the gluttonous tome, which would likely take years to come to fruition.


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A general lament, nothing really to do with this adventure per se, but... why do people so often seem to feel that if something doesn't go their way, they're being punished? Seems to me like a counter productive, even stupid, approach to life.

Grand Lodge

Ed Reppert wrote:
A general lament, nothing really to do with this adventure per se, but... why do people so often seem to feel that if something doesn't go their way, they're being punished? Seems to me like a counter productive, even stupid, approach to life.

Because there is a literal person creating the consequences for their actions. There is a significantly limited scope of 'natural consequences' in a world run by a DM. The players are aware of this, and they have little way of telling what was intended as a punishment versus what was part of the scripted world. The only thing that counteracts this is a belief that a DM would not punish their players unfairly, and thus they believe the game they're playing is ultimately just and fair.

Furthermore, Pathfinder isn't life, and the belief that someone is punishing them for taking 'incorrect' actions is substantiated by the fact that there is a literal person deciding to make their lives harder.

Ultimately, Dan Hunt 822, whether that is right for your party depends on your knowledge of your own party and the relationship you have with them. Good luck.


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Askar Avari wrote:
Ed Reppert wrote:
A general lament, nothing really to do with this adventure per se, but... why do people so often seem to feel that if something doesn't go their way, they're being punished? Seems to me like a counter productive, even stupid, approach to life.
Because there is a literal person creating the consequences for their actions.

So whenever, in a TTRPG, something doesn't go the player's way, the GM is "punishing" the player? As you imply, if a player doesn't trust his GM to be fair (and it seems to me that "punishing" players is not fair) he shouldn't be playing in that GM's game. And if he does trust the GM to be fair, he shouldn't be viewing something bad happening as "punishment".

But I was lamenting the more general situation, which seems more and more lately to apply across all aspects of life, at least for some people. :-(

Never mind, it's not worth discussing here.


Interesting event interaction happened in this module for my group, and I was wondering if I ran it right or if I missed something. Since we are in the GM thread, I don't think I have to spoiler anything, but if I'm wrong, let me know and I'll change it if I can.

Tl;dr at the bottom.

My players were done with the whole thing, and had just enchanted the first Commanding Weapon (they had enchanted a Sadistic and a Liberal one before these) and the statue animated. One of the players (a magus archer) scored a few quick shots with her bow, and another player, the warpriest, zerg rushed the statue. I had ruled that no one was surprised, so Attacks of Opportunity were open. The Warpriest figured that they could tank one and get in for a good shot.

The statue crit on its slam attack. She activated her Buffering Cap (Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.) and the extra damage was reduced to non-lethal. Then the Dexterity drain hit for the slam. Six points for the first die and 5 points for the second. This reduced her down to -1 Dexterity.

She failed her saving throw by over six. She petrified right there. It was tense until the monk with the Golembane Scarab flurried the thing (he had taken pummeling style and strike) into oblivion. We had the Stone to Flesh Scroll from Fat Thanos's throne, so we changed her right back, and her life wasn't in immediate danger. Problem was, she was the only one available who could cast the Greater Restoration Scroll, which meant that she was still paralyzed from the Dexterity Drain, since I didn't see anything that said that it went away when the person was de-petrified.

They still had one weapon to enchant (another Commanding, so that was why they had waited), but the players all voted to stay, saying that the Monk would look over the Warpriest while the Gunslinger got his rifle enchanted. It was an interesting bit of back and forth that actually got them scared. I may have rolled some dice for no reason behind the screen They didn't have anymore encounters and got back to Sandpoint (and a follower who could read the scroll with little issue) without many issues, but it made me think:

Tl;dr, should the Buffering Cap have maybe reduced the extra ability drain from the critical to ability damage, or was it good to play it as it was. I don't want them to be screwed the next time something as unusual as this happens (likely in another campaign) but I don't want to overly expand the powers of a very cheap (2000 gp) magic item.

Grand Lodge

@Rauðúlfur

Sounds to me like you ran it perfectly. That fight comes in right at the end of Runeforge, and there is a cleric capable of casting greater restoration in Magnimar, so I don't think there's any lasting harm from this. Nevertheless, it shows just how powerful the enemies in the next chapter can be expected to be - I think this is totally fine.

And I wouldn't want to amp up the power of the buffering cap any further, and don't see why it would have the effect of preventing extra ability drain from a crit.


I was looking at a potential rebuild of Athroxis and noticed she has the Improved Critical Feat and her combat tactics instruct her to cast Keen Edge. Am I missing something or is one an issue?

After a long hiatus, my group of eight will be delving into Book 5 in the new year.

Grand Lodge

Hey there Conjoy -

I don't think you're missing anything, I think that was just a minor error when her spells were written up. I'd swap it for a battering blast if you're interested in giving her more non-CRB spells.


I was just surprised no one else had noticed. Huge props to the creators of the AE Errata doc who have done such a good job.


Next question, I have seen the suggested updates for parties of 4, 5, 6 thread but looking for what additional enemies I could include in the Arkryst encounter for a party of 8.
I have already thought of including some smaller 'children' drakes, but I feel that these would take away from the epicness of facing an ancient beast.
I could up the Ancient to be a Advanced Wyrm, but the sheer action power of action economy leads me to fear that even this fearsome beast would be no match for the party after the surprise round, even with the tactics as written.
So, I am looking for suggestions on appropriate addition to this encounter?

Grand Lodge

Hey there Conjoy.

For a party of 8 Level 13s, I wouldn't suggest pushing the CR higher and higher on Arkrhyst. Here's how I'd approach it:

1) Use the wyrm stat block provided by Joey. With all the buffs it drops, level 13s will struggle to hit it at all, and its SR will be a big pain.

2) Once the party starts stripping defenses (especially ironskin and resist energy, dimension door out of the fight.

3) Have Arkrhyst wait for the party to be 'softened up' from the fight with the elementals before attacking again (with buffs back up).

4) If this also fails, have Arkrhyst retreat a second time, this time to watch for the party to go into Runeforge.

Arkrhyst doesn't need to die here, and with an AC of 47 and a SR of 27, level 13s are going to have trouble just winning by taking additional actions.

Dark Archive

I'm trying to reverse engineer Xyoddin into Hero Lab. How does he have a Charisma of 30? Tried using both the NPC Heroic stats (15/14/13/12/10/8) and the Monster w/Levels stats (14/14/12/12/10/8). I believe he should be built on the NPC Heroic stats, but I've also tried the 15- and 20-point buy normally reserved for PCs.


I'm GMing a game that is now entering Runeforge. I was re-reading the sinners in runeforge section and I couldn't quite tell the intent for virtuous PCs. Are virtuous PCs supposed to get a boon/bane from Runeforge or not?

At first I figured it was supposed to be that anything they "resonated" with was the wing they would attune to, regardless of if it was sin or virtue based. However a line in the Sinners in Runeforge section calls out sinners as being the ones who attune to a wing. However, if that is the case, I'm not really sure what the point is of detailing information about the virtues. If the virtuous don't attune to a wing, then what mechanical impact does being virtuously aligned have?


Officially there is no impact for virtuous players in Runeforge. Which I think is kind of boring, so you can search the forums for alternative boons and penalties as there were plenty of suggested options. Or even better, come up with your own!

I would only give a boon to a player that has no sin points though, and even then you might consider keeping the original ruling because Runeforge is all about sins, not virtues.

Dark Archive

Personally, I never really tracked any sin points in my campaigns. Instead asking the players just before entering Runeforge what they thought would be their character's most influencing sin. I wouldn't tell them why I was asking until they entered the first wing.

Liberty's Edge

Is there any official explanation to the story behind the golden statues in the wing of greed? Soldiers and consorts of the Runelords, gilded in gold while they were still alive. What did they do to deserve such a punishment?

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