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RPG Superstar 2015

Running the Nameless Tower encounter


Jade Regent


This thread seems to not be checked often but I have a question on running the tower encounter.

1) the bridge seems simple enough ... although I would love suggestions on how to get out of the black slush if players are knocked into it. is it deep enough to force a swim check and risk drowning? whats the DC to climb back onto the bridge?

2) When the PCs enter the tower itself... they are hit by the unhallow with the dispel magic tied to it.

how do I run that? I know the bad guys all get a protection from good effect. but how do I run the dispel magic against the players? does the dispel magic basically get a check to dispel or suppress all of their active spells and items? what about spells they cast while in the tower.. does the dispel magic effect attempt to counter any spell they cast or does it have basically no effect once they pass M2

3) when the players reach the second level I would assume the remorhaz would attack them on sight. It may not have noticed any battles on the first level but it will definitely recognize the PCs as a threat. (and it attacks anything other than katiyana) so would it be kind of a surprise round attack and would it be a dick DM move for the remorhaz to attempt to pin the party in the central shaft until the force elevator dissapears dropping the players 100 feet (to their serious pain if not death)

4) is the glyph of warding curse anything specific or just make something up?

5) Im considering modifying the battle a bit to make Katiyana nearly unkillable from direct attack but placing the 6 crystals within reach of the PCs with only about 30 HPs each. the PCs will have to figure out that killing Katiyana requires destroying the crystals rather than simply full attacking her.

sound fun or dick DM? any suggestions on how to do this best?

Sczarni RPG Superstar 2012 Top 8 , Dedicated Voter 2013, Star Voter 2014

Obviously this is full of spoilers.

We are probably two weeks of real world time away from the Storm Tower, but I've been thinking along the same lines as you with regard to #5. Making the machinery and crystals take a larger role in the battle sounds like a lot of fun. I don't think my players will have a problem reaching or damaging the crystals as written, but they will probably need some encouragement to continue targeting the crystals after the first one they break explodes and hurts them. I think my best bet if that happens is to play Katiyana as clearly upset rather than laughing at their misfortune.

Anyway, if they focus on attacking Katiyana, hitting her is not going to be easy given the terrain and weather are strongly in her favor, so I'm not actually planning to power her up from the way she's written.

#1, The hazard description suggests a DC 10 Swim check for swimming in the lake. I'd make climbing out something similar; trivial unless you're wrestling a polar bear at the same time.

Coincidentally, I'm planning on having some large chunks of ice floating in the lake of black slush, and instead of Chardas, a Ja Noi Oni with a few levels of the Fell Rider hobgoblin cavalier archetype, a "construct limb" iron cobra, and a polar bear mount is going to challenge the PCs as they cross the bridge. Hopefully the battle will range out onto the floating ice, with lots of leaping around to avoid falling in.

#2 I would treat it as a targeted dispel targeting the creature as they enter the area-- so it wouldn't have any effect on their items, but would have a decent chance of blowing away one active buff from each character.

#3 My party is going to be 8th level by the time they get there, so I'm not planning on pulling any punches with regard to 100 ft. falls. I did notice just now that if they operate the controls right, they get the benefit of a tiny hut spell with the platform. This means they can see the remorhaz, but although the remorhaz can pinpoint their squares with tremorsense, it still suffers a 50% miss chance due to total concealment until the tiny hut disappears. I'm assuming this happens at the same time as the platform disappears.

#4 I haven't decided what sort of curse to use there, but maybe inflicting a curse version of the Howl of the North insanity from the Crown of the World appendix would be fun.


My suggestions:

1) Depth is up to you. It's presumably deep enough for Chadras to live in. I made it at least 40 ft. deep (the PCs never did go all the way down). To climb back onto the bridge, an elevated and presumably slippery surface, I made it a DC 15 climb check.

2)Greater Dispel Magic is the one that targets every spell effect. I'm not positive about the unhallow, but I think it dispels on the first person to enter, and then works through each subsequent person and the spells on them until it successfully dispels something, and then that part of the effect is used up and nothing else risks dispelling for anybody (I managed to dispel one player's flight spell and drop him in the lake. Good times). I think running it as one targeted dispel per-PC is fair too though.

3) I don't believe the controls on the ground level can create the tiny hut, only the 2nd floor ones are written as doing that. Still, I think it'd be a pretty cool encounter to have the shelter where the Remorhaz can't see them as it attacks. Especially since it encourages PCs to stay in that shelter during the battle, and they risk the platform disappearing from under them. I would say the hut and platform expire at the same time if you do that.

4) As per the Bestow Curse spell, choose 1 of the following 3 effects and bestow it on the PC who fails their save (duration = permanent until fixed by magic):

-6 decrease to an ability score (minimum 1).
or
-4 penalty on attack rolls, saves, ability checks, and skill checks.
or
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

5) Might work. The wind is the most atrocious part of destroying those crystals. With the normal setup you'll likely only have one PC who can consistently reach them in the midst of that gale, and so the same PC will likely keep taking the damage from every electric burst if they try to break the crystal. Consider splitting them, the 2 on platforms staying where they are, and the 4 not on platforms moved down to ground level. It'll help your party work as a team to take on Katiyana rather than do what my party did: stand around doing nothing while the one character with a fly check high enough to beat the wind (that being the summoner's eidolon) flew up and destroyed her in melee as the others just watched and waited.

Sczarni RPG Superstar 2012 Top 8 , Dedicated Voter 2013, Star Voter 2014

Hmm, gluttony, all good points. I don't want anyone in my party to feel like they can't contribute to the big battle because they're locked down by the wind. Maybe I can conveniently leave them some specialized climbing gear or figure out how to place the crystals so that each character has one they're uniquely suited to targeting... This deserves some more thought.


Glad to be of use. ^_^

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Hi all,

The Storm Tower underwent some modification from manuscript to published form. If you're interested in the original, you can email me for a peek at

Spoiler:
tjaden jason at gmail dot com

Also, regardless of which version you use, I'd definitely suggest you take a look at the adventure Under Frozen Stars from yours truly and Legendary Games, which fits perfectly into the Far East AP right after the Storm Tower and gives your PCs a chance to explore the ruined alien city off in the distance and what secrets and treasures it might hold... including some quite unexpected but which might be of great use on the far side of the world.

Sovereign Court Dedicated Voter 2013, Star Voter 2014

Pathfinder Card Game Subscriber
Jason Nelson wrote:

Hi all,

The Storm Tower underwent some modification from manuscript to published form. If you're interested in the original, you can email me for a peek at

** spoiler omitted **

Also, regardless of which version you use, I'd definitely suggest you take a look at the adventure Under Frozen Stars from yours truly and Legendary Games, which fits perfectly into the Far East AP right after the Storm Tower and gives your PCs a chance to explore the ruined alien city off in the distance and what secrets and treasures it might hold... including some quite unexpected but which might be of great use on the far side of the world.

Let me second the recommendation for Under Frozen Stars (I get no kickbacks). I bought this after perusing this thread, haven't run it yet, but it has some VERY good content to integrate into this section of the AP. My initial feeling after reading was that Hungry Storm needed a little more oomph and tie in and I am excited to integrate Frozen Stars to bring it all together.


Jason Nelson wrote:

Hi all,

The Storm Tower underwent some modification from manuscript to published form. If you're interested in the original, you can email me for a peek at

** spoiler omitted **

Also, regardless of which version you use, I'd definitely suggest you take a look at the adventure Under Frozen Stars from yours truly and Legendary Games, which fits perfectly into the Far East AP right after the Storm Tower and gives your PCs a chance to explore the ruined alien city off in the distance and what secrets and treasures it might hold... including some quite unexpected but which might be of great use on the far side of the world.

I also want to encourage fine folks of Paizo messageboards that run or will run Jade Regent to check Under the Frozen Star and The Baleful Coven by Legendary Games. I ran the first as part of my Jade Regent campaign and it had some very memorable scenes that characters and players will remember. The Baleful Coven looks nice too as I would have ran it before caravan reaches the Crown. There is lot of room between Land of Linnorm Kings and Crown of the World so adventure between those two is very nice addition. If I ever run Jade Regent again, it is must have adventure eventhough I have only read it quickly through.


I ended up running it in this way.

my group is only 4 players but some what overpowered (magus, paladin, super healing cleric, inquisitor) so when the charda attacked on the bridge I had them surround the party from both sides and basically use their breath weapons in such a way that each character got hit by two different attacks before they closed to melee. (I didnt bother to toss them off the bridge because those things are pretty tough even without that. ultimatly it made the players use spells and one of their protection from elements spells.

when they entered the door I just ran a dispell magic from a 9th level caster at each of which removed most of the protection from cold spells that had been casted in the battle with the charda.

when they took the elevator up I allowed the Remorhaz to get a suprise round cleave on 2 members. the battle went pretty quickly but one member stayed on the platform for too long. I gave a DC20 perception to some of the players to notice that the platform was fading out. one guy managed to see it and bull rushed the paladin off the platform but was stuck on the platform when it disappeared... fortunately for him he happened to have the ring of feather fall they had taken from a previous encounter.

when they got to katiyana I modified the situation so that katiana is as written in the book but the crystals are on small shrines at the floor level. the first few rounds Katiyana stayed behind partial cover on one of the platform raining Call Lightning Storm down on the PCs fighting the undead (this kept the cleric in a panic keeping them alive... until he failed a save to the undead and was paralyzed which put the whole battle in jeopardy)

by this time the players realized that every time katyana cast a spell the crystals would react in some way so they stared attacking the crystals (I gave the crystals hardness 10 and 40hps the adamantium mace they had found earlier in the adventure was a life saver) each time they broke the crystals she lost some power so the first 3 gave her negative levels (meaning that she was loosing access to spells) the 4th one made her loose her spell resist and the 5th made her loose her near invulnerability at one point she cast darkness on the area then I gave her a spell to raise the dead Remorhaz which charged up the central core in order to join the last few rounds of battle but when they broke the last crystal she died in a cinematic climax. (she had actually died to damage before they broke it but I let her stay up until the last crystal broke)

it was very fun and forced the players to use team work and they got to have a battle that was not simply a full attack contest.

they actually told me after the battle that it was the funnest of the campaign (and we have had a few great battles.)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

While The Baleful Coven is designed for the 6th-7th level zone between adventures #2 and #3 in JR, it does include scaling notes for leveling it up if your party is large or your PCs are tough. I think with a little judicious adjustment you could easily use the adventure either at any point during the trek across the Crown of the World. Just state that it happens wherever the coven happens to catch up to and find the PCs - unlike Under Frozen Stars the adventure can happen ANYWHERE. The setup flavor text assumes you are in cold forests and mountains, but that's simple enough to adjust, and once they are into the adventure the terrain can be as described in the adventure, since they have wandered into the nightmare realm where the coven controls things.

Alternatively, with a bit more up-leveling, you could use it after they come down on the Tian Xia side of the Crown of the World, after the end of The Hungry Storm.


I am running the AP for 2 different groups I will consider the additional stuff for the second group and possibly as future encounters for this group.

my next step is figuring out how to run the dead mans dome ... i think I know how it will be a fun battle as each individual enemy will be relativly easy but the group will have to deal with wave after wave making their fireballs and other big spells fun to spam.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

blue_the_wolf wrote:

I ended up running it in this way.

my group is only 4 players but some what overpowered (magus, paladin, super healing cleric, inquisitor) so when the charda attacked on the bridge I had them surround the party from both sides and basically use their breath weapons in such a way that each character got hit by two different attacks before they closed to melee. (I didnt bother to toss them off the bridge because those things are pretty tough even without that. ultimatly it made the players use spells and one of their protection from elements spells.

when they entered the door I just ran a dispell magic from a 9th level caster at each of which removed most of the protection from cold spells that had been casted in the battle with the charda.

when they took the elevator up I allowed the Remorhaz to get a suprise round cleave on 2 members. the battle went pretty quickly but one member stayed on the platform for too long. I gave a DC20 perception to some of the players to notice that the platform was fading out. one guy managed to see it and bull rushed the paladin off the platform but was stuck on the platform when it disappeared... fortunately for him he happened to have the ring of feather fall they had taken from a previous encounter.

when they got to katiyana I modified the situation so that katiana is as written in the book but the crystals are on small shrines at the floor level. the first few rounds Katiyana stayed behind partial cover on one of the platform raining Call Lightning Storm down on the PCs fighting the undead (this kept the cleric in a panic keeping them alive... until he failed a save to the undead and was paralyzed which put the whole battle in jeopardy)

by this time the players realized that every time katyana cast a spell the crystals would react in some way so they stared attacking the crystals (I gave the crystals hardness 10 and 40hps the adamantium mace they had found earlier in the adventure was a life saver) each time they broke the crystals she lost some power so the...

Sounds like a great session. Glad everybody had a great time with it! Nice cinematic touches there, and quick thinking to bull rush the paladin off to avoid a looooong drop!

The Exchange

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Blue_Hill wrote:
Jason Nelson wrote:

Hi all,

The Storm Tower underwent some modification from manuscript to published form. If you're interested in the original, you can email me for a peek at

** spoiler omitted **

Also, regardless of which version you use, I'd definitely suggest you take a look at the adventure Under Frozen Stars from yours truly and Legendary Games, which fits perfectly into the Far East AP right after the Storm Tower and gives your PCs a chance to explore the ruined alien city off in the distance and what secrets and treasures it might hold... including some quite unexpected but which might be of great use on the far side of the world.

I also want to encourage fine folks of Paizo messageboards that run or will run Jade Regent to check Under the Frozen Star and The Baleful Coven by Legendary Games. I ran the first as part of my Jade Regent campaign and it had some very memorable scenes that characters and players will remember. The Baleful Coven looks nice too as I would have ran it before caravan reaches the Crown. There is lot of room between Land of Linnorm Kings and Crown of the World so adventure between those two is very nice addition. If I ever run Jade Regent again, it is must have adventure eventhough I have only read it quickly through.

crap, wished I'd had baleful coven a couple weeks ago. we just finished that part of book 3 and they're almost to the village.

edit
Jason, I just want to say thanks, these legendary games add-ins are great. I've picked up the coven and Ki (for my bad guys on the other side!) supplements and if LG is planning any more for books 4-6 I'd likely grab them as well.


the way i understand it you can toss the coven in at any time. kind of like they catch up.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

blue_the_wolf wrote:
the way i understand it you can toss the coven in at any time. kind of like they catch up.

Yep, it's true. The Baleful Coven isn't really tied to a location. The entire point of the adventure is that it is a reactive event, as villains react to the things the PCs have been doing earlier in the campaign. It's written to follow pretty close on the heels of those trigger events, but it could just as well happen later. The farther along in the campaign, the more adjustments you'll need to make to increase the challenge of the adventure. The adventure does include notes for scaling up, but you may need to extrapolate them further if you move it to the other side of the Crown of the World. Judge the strengths of your party and calibrate the adventure to meet them where they are. You'll still have a great time with it.

Sczarni RPG Superstar 2012 Top 8 , Dedicated Voter 2013, Star Voter 2014

blue_the_wolf, I am definitely using your idea of having Katiyana resurrect the remorhaz! Besides being an awesome dramatic moment, it foreshadows how destroying the storm sphere will affect Katiyana herself.

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