City of Locusts (GM Reference)


Wrath of the Righteous

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The Exchange

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I also agree that this one wasn't nearly as good as previous adventures in the campaign. It had very little in the way of presenting the larger picture of things, and focused mostly on describing combat encounter areas, and those never felt nearly as epic as what "Herald of the Ivory Labyrinth" had to offer.


Black Dougal wrote:
Yeah, I still liked the adventure but it did feel like it was trying to pack too much into too small a space.

I tend to agree, especially about the attack. I ran that part yesterday, and changed a significant portion of it. The big problem I had was in making this feel like part of a major attack, when pretty much everything the PC's do is in the basement.

I think the big thing the book suffers from is a lack of surrounding fluff. There are so many encounters, and they have so much info, that the hooks and motivations and descriptions are just not as full.
Granted, I'd hate to be the person who had to try to cut anything to make room for that, since I like just about everything there. I'd just like to have seen a bit more detail, especially in parts 1 and 2.

(Again, to clairify: this is still a really good adventure, and I'm very much looking forward to running the rest. I just wanted to provide a bit of feedback)


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I think a big part of it was the lack of any sort of "mythic" or "epic" feel to most of the adventure. My changes are as follows. There is no basement portal. Instead Aponavicius was astral projecting from a howdah/mini fort atop a gulgerak (from mythic monsters 1: demons). Side note the encounter of reframed such that unless they were actively using stealth the players will always encounter a fully awake Aponavicius due to fighting the mount first. The main thrust of the session was simply storming through the battle field to reach her. Similar thing to the actual adventure happens with the demons breaking upon the maralith's death but this time the body is visible from above her slain living fortress.

I cut the brothel bit entirely. It was too silly and mid level to belong. None of the creatures present in the base module could even really make the PCs pause. It also felt a bit too much like a retread of encounters in the Misty Isle but much less interesting.

The players learn of the Suture from information in Aponavicius's area. The maralith was the last demon to be in charge of it and their are abyssal documents relating to it being given over to the Flayed Man. The Flayed Man's base of operations was far too static and easily infiltrated in the base module and tended to rely on secrecy which was already clearly impossible. My solution (which admittedly is not for every campaign) was to use the main dungeon he was in encounter wise but to move the rooms around to fit a new environment. Instead of a forge the Flayed Man makes his base of operations on a hell locomotive powered by burning larvae. The fight with the undead dragon now takes place at exceedingly high speeds and mostly involves the revenger trying to knock the players off a train whose movement per round I set to 200 feet.

I have not yet reached the changing the final leg of the adventure.


Alex Smith 908 wrote:
Instead of a forge the Flayed Man makes his base of operations on a hell locomotive powered by burning larvae. The fight with the undead dragon now takes place at exceedingly high speeds and mostly involves the revenger trying to knock the players off a train whose movement per round I set to 200 feet.

I'm not exactly big on the rest of your changes, but I am DEFINITELY stealing this. Interdimensional Express, all aboard!


Aldarionn wrote:
Alex Smith 908 wrote:
Instead of a forge the Flayed Man makes his base of operations on a hell locomotive powered by burning larvae. The fight with the undead dragon now takes place at exceedingly high speeds and mostly involves the revenger trying to knock the players off a train whose movement per round I set to 200 feet.
I'm not exactly big on the rest of your changes, but I am DEFINITELY stealing this. Interdimensional Express, all aboard!

Well that's why I post. Another thing though I did really like the Storm Lord encounter and simply left it as is with the collapsing ledge just happening to be where the locomotive crashes shortly after the PCs kill the pilot or fuel source.


Alex Smith 908 wrote:
Aldarionn wrote:
Alex Smith 908 wrote:
Instead of a forge the Flayed Man makes his base of operations on a hell locomotive powered by burning larvae. The fight with the undead dragon now takes place at exceedingly high speeds and mostly involves the revenger trying to knock the players off a train whose movement per round I set to 200 feet.
I'm not exactly big on the rest of your changes, but I am DEFINITELY stealing this. Interdimensional Express, all aboard!
Well that's why I post. Another thing though I did really like the Storm Lord encounter and simply left it as is with the collapsing ledge just happening to be where the locomotive crashes shortly after the PCs kill the pilot or fuel source.

That's a good idea. I was also thinking of having The Storm King crash the train himself once the PC's get their hands on The Suture, then having the PC's fight him amid the rubble of a train wreck. That would be pretty cool.


Aldarionn wrote:


That's a good idea. I was also thinking of having The Storm King crash the train himself once the PC's get their hands on The Suture, then having the PC's fight him amid the rubble of a train wreck. That would be pretty cool.

I may have to steal that

Silver Crusade

Lochar wrote:
Yeah, they reissued the rules on it brad. Anything with a total value of +6 or better, including special abilities, bypasses DR/Epic now.

Which creates a weird situation where a +2 Dancing battleaxe will bypass the DR of an Adamantine Golem (DR/Epic) but won't cut a Wood Golem (DR/adamantine) for crap...

Which is why I ignore that little tidbit in the Mythic book and stick with needing a +6 or better Enhancment bonus to bypass Epic. Because to do otherwise is simply silly.


James Jacobs wrote:
Danit wrote:
i was quite confused on Aponavicius not being mythic also.

I waffled a bit between making her mythic and not... and in the end, I decided that it was more interesting to NOT make her mythic. It does mean there's a disconnect between her stats and one brief line early on... but by not making her mythic but still making her powerful I wanted to do something specific...

Pretty much ALL of the major NPC villains from there on out ARE mythic, and I wanted the mythic PCs to have at least one villain that had been foreshadowed to not be mythic so as to give them the satisfaction and delight of seeing how their mythic powers work against a non mythic foe that has been built up.

It's basically a present to the mythic PCs so that they'll actually FELL like they're mythic. If every battle is equally deadly... you never feel like you're getting more powerful, after all.

So for a group that killed Baphomet in 2 rounds after I gave him 3xMax HP, I should give her, what, Champion 9?

Edit: I just realized that probably came off as snarky. I don't really mean it that way, I mean it more in a "in over my head, don't know how to challenge my players anymore, I'm so tired" sort of way. I genuinely don't know what to do with mythic at this point.

Grand Lodge

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I plan on giving the demon lords 6,666 hp. You know, because...


Sprain Ogre wrote:
I plan on giving the demon lords 6,666 hp. You know, because...

666


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
dogstarrb wrote:
Edit: I just realized that probably came off as snarky. I don't really mean it that way, I mean it more in a "in over my head, don't know how to challenge my players anymore, I'm so tired" sort of way. I genuinely don't know what to do with mythic at this point.

You might try using Sc8rpi8n_mjd's upgraded stat blocks for opponents, and seeing how that goes.

I was likewise getting pretty desperate in my attempts to keep the party challenged in the first four books of WoTR. But I started using Sc8rpi8n_mjd's stat blocks (and doubling HPs) in book 5, and things went much better---the party was consistently frightened by the opponents, but still able to win every fight.

Grand Lodge

friluftshund wrote:
Sprain Ogre wrote:
I plan on giving the demon lords 6,666 hp. You know, because...
666

I like it.

Scarab Sages

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For demon lord fights, if my players would end it in one round, the deathblows are instead going to reflect onto their domain. "Your Mythic Augmented Empowered Maximized Magic Missle slams into Baphomet for ludicrious damage. Instead of Baphomet falling however, you see a huge portion of the prison vanish under the same onslaught as his domain tries to keep him alive."

The Exchange

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Ok, I don't care about the rest. I got to have a little 'moment' right at the start of Book 6. The GM finished the initial box text as our party saw the demonic horde approaching, my transmuter turned to Irabeth and said "Excuse me for a minute." Invisibility went up, along with Undetectable and Fly. She teleported a mile out and flew over the horde.

5 Mythic Points and one Super Baleful Polymorph later, and the GM officially dubbed the battle "The Day of the Bunny," which would be henceforth spoken of in hushed tones among demons for ages to come and with laughter and triumph by crusaders everywhere.

The night where every one in four-hundred Babau, Schir, Succubus, Incubus, Brimorak or Dretch making up the foot-soldiers of that massive armed force within a 2 mile diameter got turned into rabbits... rabbits that it would have taken a DC 42 to dispel (Resilient Arcana and Mythic Paragon is just mean sometimes) as they fled in woodlaands. We've been warned that for the next several years it will be illegal to cast Antimagic Field or similar effects without a license in all Mendev because of the possibility of random wildlife spawning Babau. GM made it clear that the assault didn't stop by any stretch, but that put a dent in it before we hit the real fights.

Best Five Mythic Power I ever used.


The Demon Lord fights were extremely easy? How did it go? Did you mass the majority of high end monsters together to make it more of a challenge or just a solo fight?


I'm nearing the start of book 6 (players will be facing the Herald and Baphomet in book 5 next week), and I keep seeing a reference to a tight time table to complete book 6, but I'm not finding it. By the book, how long do the PCs have?


its in the beginning its called the apocalypse countdown or something, also has a sidebar with the different ways the party can stall it


Five days. Killing certain individuals will delay the countdown or reset it. Other actions can reset the clock as well (Mythic Wish), but those are one-shot affairs and you can't prevent the countdown, just delay it.

Given at Tier 10 the party regenerates one Mythic point an hour and can spend a point of Mythic to rest for an hour, regain all spells and a third of their hit points... few parties will really have a problem with this.


Totally don't know how I missed that section. I've seen the sidebar a number of times, but always missed the actual countdown. Thanks!


Adventure Path Charter Subscriber; Pathfinder Lost Omens, Rulebook Subscriber

I'm finally getting ready to run this and I noticed that the interactive maps for Threshold don't have the 'Map Tags Off' option. I assume at this late date, that isn't going to be fixed?

Scarab Sages

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I love the lore of the adventure paths and how it all ties together in the end.
Alex Smith 908 & Aldarion: I have to use the train idea for coolness

So far I'm going to give the demon lord +10 AC and SR within his own domain, though giving them 10 tiers of mythic might be an interesting idea.

Scarab Sages

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Since GMs are likely to read this, here is a link to some of my commentary on the adventure as a whole and how the boss fight with Deskari turned out.

Go to Boss Fight.


Pathfinder Adventure, Rulebook Subscriber

I agree that this book needs some fleshing out. I am also slowing the level progression for my group, 1 level and 1 tier behind at the start of book 4 currently, so I hope to expand this book to squeeze the extra bumps into this volume.

I agree that the battle at Drezen needs to be beefed up. I was planning on having the PCs battle several Ulkreth demons (this is mostly because I like the idea of the gargantuan demons but can't think of a way to squeeze them into book 4 or 5) maybe w/ a mythic template or two. After defeating the Ulkreths, then they would move on to Aponovicious.

I also think I may expand on the Brothel or the final tower (can't remember the name atm) or maybe both to flesh out both sections. Maybe have the PCs moving through Iz before getting to the Brothel and adding an extra layer to the tower. Thoughts?


Another idea, not for all groups, is to run a few side sessions with mid- and low-level parties just to check out the battles on the ground. Again, some groups will *hate* this but many will enjoy the change of pace, especially if you tweak it so that the *style* of gameplay is a little different for each party beyond how well they play whack-a-mole.

As an example, low level play might be a lot of thinking ways around obstacles and survival horror-esque runs around demons to deliver messages while mid-level might mean largely throwing down obstructions and tactical play while high-level is just hit 'em with your rhythm stick and win win win!

Just a thought.

You could also potentially grab a few of the encounters from Siege of the Diamond City (Pathfinder Society adventure) to reflect what a few of the others are doing.


My group has finished Herald and I'm preparing to start City of Locusts, though I'm going to run some sandbox sessions before then.

I've known for a long time I'm going to have to redo pretty much everything in City in order to provide any sort of challenge to my party.

Some thoughts and one question:

The apocalypse clock will have a base time of either three days, or two with the option to burn a wish or miracle to get it to three. Modifications to the time based on killing significant enemies will be only a quarter of their written value.

The party will need to figure put the ritual to close the Worldwound out from the Lexicon of Paradox themselves. This will take hours of study and some very difficult spellcraft, knowledge(planes), and knowledge(arcana) checks along with will saves to avoid going insane. This isn't really that harsh, as the party has access to augmented mythic time stop and some absurdly high spellcraft checks.

Vorlesh will be boosted to Archmage 10. This is mostly to give her access to more mythic abilities, and should not be a problem with regards to the party killing her, as they have major artifacts in abundance due to the legendary item ability.

Nerosyan will be under heavy siege during the events of City, leaving Galfrey unable to offer much direct help. The other NPCs will be available, however, but that leads to the next point, and my question:

I'm considering nuking Drezen; in other words having Vorlesh show up and cast augmented baleful polymorph on the city while the party is fighting Aponavicius. I'm mostly sure that this is a good idea from a narrative perspective, but am a bit unsure how much I should allow a wish or miracle to reverse the damage.


If my players are up for it, once they finish off Rise of the Runelords I'm going to have them go through Parts 2 and on of City of Locusts. One thing I already plan on doing is sending the group through The Midnight Isles so to find out where the Runeforge is - in my world the Mythic Heroes of WotR were mostly wiped out (with the exception of the group WarPriest) in Book 3, and non-Mythic heroes are trying to hold Dresden. My group is currently at Tier 2, and by the end of Runelords should be at Tier 5.

Of course, seeing they'll have several artifacts from Thassilon by this point, I kind of doubt they'll be struggling much against most of CoL. I'll do some test runs on my own and adjust things as necessary... but seeing a lot of the book seems designed for a level 17 group without Mythic... it shouldn't be an issue. (Also, I've nerfed Mythic a bit, and that goes both ways so enemy Mythic will be downgraded as well.)


My players are about to drop down in to the fight with Vorlesh.

I've spent the last few months planning for this, but I could certainly use some advice.

I've been massively buffing everything I can for the last several, but I'm facing the one major challenge of mythic rocket tag: how do I keep Vorlesh alive for more than a round?

Most of the characters will have some sort of true seeing up. The PCs have mythic time stop as well as several types of dimensional lock effects. They will not have access to Mage's Disjunction..


I run the fight with Vorlesh in about 2 weeks. I am going woth what I have been doing for every other encounter and multiplying her hp by about 5 , so she will have about 3000hp


My group fought Vorlesh Friday night. The combat ran 6 rounds and took 9 hours to resolve.

In terms of play time, this is by far the longest combat I've ever run, but my players seemed to love it.

We'd run Threshold over the previous two sessions. I kept the layout and general monsters from the book, but buffed everything considerably.

On the first level the various demons all teleported away from the players at their earliest opportunity. Any that made it out alive became part of the Vorlesh fight.

On the second level, the grub room, I had Vorlesh appear via an Imago lense. I took a page from the book and had her gate cast 3 gates in a round to pull in 3 Hekatonkheires. One was a Hekatonkheires Fighter 10/Champion 3, another a Barbarian 10/Champion 3, and the final a slayer 10/Champion 3. They each also had teleport as an SLA. I would not recommend this degree of overkill unless your players regularly use mythic deathless, as I had two players at at least -500 by the end of the second round. It worked out well for my group, however, as they killed two of them while the fighter escaped to join Vorlesh.

The third level was mostly empty by the time they got there, as Vorlesh had called everything down to join her.

This lead to the fight with Vorlesh. My solution to the focus fire problem was a bit of subterfuge. Vorlesh was there, but had used greater possession to inhabit the Hekatonkheires. I had Deskari there as well, via Astral Projection, but only the unbuffed form from the book. When they fight him for real he will have absorbed the energy backlash from the collapse of the Worldwound and become massively empowered.

I placed the most of the large demons around the hole that the players come out of, with Deskari off to one side and Vorlesh in the Hekatonkheires off to another, behind a line of summoned Balors. I had several Rasper Cleric 17/Heirophant 6s spread throughout the room. Predictably, the players took the bait and largely ignored Vorlesh until she took her turn and dominated the PC witch.

There were two player deaths; the party Cleric was decapitated by Gimcrak, while the Summoner was killed by a combination of mythic harm from some of the Rasper clerics and an augmented power word kill by Vorlesh. Neither death lasted more than a round, as they sacrificed a staff of the heirophant to bring the Cleric back and used a Wish to bring the Summoner back.


So, the first thing my rogue did in this book was scout Iz, find the Suture, coax him into her portable hole and run back towards Drezen with him. I had him just kind of pop inside the hole when she crossed the 100 mile mark. It did not leak and she found out when she opened it.

Did anyone else do this and how did/would you handle it?

Also, the rogue came up with the idea that the Suture is Aroden trapped as a dretch. I could not find any obvious reason that doesn't work. I think it might be brilliant enough that I will find a way to make it true. Thoughts?


Keianna wrote:

So, the first thing my rogue did in this book was scout Iz, find the Suture, coax him into her portable hole and run back towards Drezen with him. I had him just kind of pop inside the hole when she crossed the 100 mile mark. It did not leak and she found out when she opened it.

Did anyone else do this and how did/would you handle it?

Also, the rogue came up with the idea that the Suture is Aroden trapped as a dretch. I could not find any obvious reason that doesn't work. I think it might be brilliant enough that I will find a way to make it true. Thoughts?

Huh. I never thought of that. I know the module specifically says it was the first demon to cross through the rift, specifically "one of the more powerful of Deskari's derakni demons", and I doubt they'd lie about that though.


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It's kind of silly Aroden, God of humanity would come back as the Everman Gollum Dretch. :-)

Liberty's Edge

hey quick question.

Spoiler:
Mistress Anemora's combat notes say she uses blasphemy to banish some of the PCs in the first round but her caster level is lower than the party's HD. according to the text of the spell "Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy." so what gives? is this a mistake or do i understand the spell wrong?


you're looking at the wrong caster lvl, for her cleric spells she has CL20 - also DC of 28 as written isn't gonna do much to the PCs, even with the -4 that's only effective 32 - even the lowest will save in my party (bloodrager) has +21 while raging and the bard is singing add +5.5 for surge or a reroll in there and the bard's capability to add to it too, and you're looking at roll of maybe less than 5 required to fail it (though if it's late in the timeline she might have +2 to DC - also she could use inspired spell for it, adding +2 CL and even casting 2 of it in the same round if inspired spell quickened then inspired spell standard action, then if you really want them gone, cast it again in rnd 2 and again in rnd 3 using the prepared versions and maybe quicken an inspired spell version each rnd too - if you really wanted to and she lasts that long you could cast it 13 total times)


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on another note - i wonder why this thread has a lot less posts that other ones - In order of the books they have currently 476, 549, 241, 436, 86 (incl these 2 posts) - book 5 probably augmented a bit by the iomadae discussion


I wouldn't be surprised if it was a trend for every AP.

Silver Crusade

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This book mentioned a ballad dedicated to the heroes, so I wrote this tailored to my party of 3. A monk with a vow of silence, Swashbuckler Kobold and Riftwarden Orphan transforming wizard.

Feel free to use/share/paraphrase:

Oh! Let me regale you,
With a ballad oh so bold!
The Heroes of Drezen,
Such a Tale must be told!

From Kenabres came,
stout heroes 3,
An elf, a human,
and a kobold you see?

From humble beginnings
they came to do good,
And now they stand
on the brink of Godhood!

An orphan of war,
A librarian by trade,
When Terendelev died,
A Hero was made!

A silent Guardian,
From far off lands,
A spirit of purity
With very lethal hands!

A kobold from a clan,
That had turned from sin,
With a SWISH, and a FLASH,
He'll do bad-guys in!

When the demons destroyed,
Our protective Wardstones,
Many Crusaders died,
Many more lost their homes!

But the Heroes survived,
They emerged from beneath,
With allies and new hope,
To kick in demon's teeth!

The Goddess had chosen,
Her new Champions!
The Knights of Kenabres,
To pin our hopes on!

Oh the Queen sent them North,
Knights to watch their backs,
to Find the Sword of Valour,
And repel demon attacks!

The Heroes defeated,
The demons therein,
Kicked them clear off the Tower:
"This is Drezen!"

They cleared the city,
Redeemed the Forge,
Closed it off for demons
Defend the gorge.

A foul demonic ritual,
To corrupt our monk so tough,
But it didn't work,
He's made of Holier stuff!

A chance encounter,
A choice made for good,
A Succubus on the Right side?
Never thought one would!

They attacked the Fane,
Killed Xanthir Vang,
Spies for Baphomet,
Sentenced to hang.

They spoke to the Temptress,
They did not falter,
They helped kill Baphomet's
Most prized, favourite Daughter!

Incensed! Outraged!
He made a vital mistake,
The Temptress slew him,
In his boots he did quake!

The Heroes went in,
To the Labyrinth of bones,
To slay the minotaur,
And rescue one of our own.

Even Heralds can fall,
On the red battlefield,
But even when hope wanes,
We cannot yield.

Because the heroes of Drezen,
Our Kenabres Knights,
Won't leave anyone behind,
Oh see how they fight!

The largest Dragon,
On whom my eyes have laid!
With a Swish, there is Zurrk,
the Flashing Blade!

*take a martial arts stance,*
*Excessive punching and kicking,*
*Turn face to heavens above,*
*In martial arts stance, bow*

Through trials and tests,
They've defeated them all,
So stand strong dear comrades,
Stand proud, strong and tall!

Silver Crusade

Does anyone have a statblock for 18/19/20th level Arushalae? Herolab seems to be struggling with the concept and she has abilities I can't add manually?


no, but I do have statblocks for arueshalae and nurah at half HD for simulacrums

Silver Crusade

They captured Nurah but the Succubus came back and killed her (Nurah was tied up, therefore helpless - I coup de graced her). Gave the players another chance to get the succubus that escaped.

Arushalae statblock would be super-useful!

Will post a level 17 statblock for Galfrey once I've Herolabbed it.


hmm - I did have a statblock but don't anymore - I used PCgen - don't know what happened to it, maybe I didn't save it?

Silver Crusade

Swashbuckler just got 77 to confirm a critical

Silver Crusade

Stat block for Queen Galfrey I've used:

Queen Galfrey
Female human paladin 17
LG Medium humanoid (human)
Init +3; Senses Perception +21
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)

Spoiler:

—————
Defense
—————
AC 36, touch 18, flat-footed 33 (+10 armor, +5 deflection, +3 Dex, +5 natural, +3 shield)
hp 194 (17d10+85)
Fort +25, Ref +19, Will +27 (+1 trait bonus against effects that cause the confused or dazed conditions.);
+5 vs. ongoing effects, +4 morale vs. fear (+6 with some abilities)
DR 5/evil; Immune charm, compulsion, disease, fear; SR 22
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee sacred avenger +26/+21/+16/+11 (1d8+9/17-20 plus 2d6 vs. evil)
Special Attacks channel positive energy 7/day (DC 24, 9d6), smite evil 6/day (+6 attack and AC, +17
damage)
Paladin Spell-Like Abilities (CL 17th; concentration +23)
At will—detect evil
Paladin Spells Prepared (CL 14th; concentration +20)
4th—dispel evil , planeslayer's call ACG
3rd—good hope , holy whisper APG (DC 19), litany of escape UC
2nd—blinding ray ARG (DC 18), inheritor's smite , light lance APG, righteous blood , sacred bond APG (DC 18)
1st—detect demon, fallback strategy , graceAPG, litany of sloth UC (DC 17), protection from evil , lesser restoration
—————
Statistics
—————
Str 18, Dex 17, Con 18, Int 18, Wis 18, Cha 22
Base Atk +17; CMB +21; CMD 39
Feats Battle Cry (acg) ACG, Champion, Channeled Revival UC, Combat Advice, Combat Expertise, Greater MercyUM, Improved Critical (longsword), Improved Iron Will, Iron Will, Leadership
Traits armor expert, devout visionary
Skills Acrobatics +0 (-4 to jump), Bluff +10, Climb +2, Craft (armor) +9, Craft (siege engines) +9, Craft (weapons) +9, Diplomacy +16, Disguise +9, Handle Animal +13, Heal +8, Intimidate +9, Knowledge (history) +6, Knowledge (nobility) +9, Knowledge (planes) +21, Knowledge (religion) +13, Linguistics +21, Perception +21, Perform (act) +10, Perform (oratory) +26, Profession (siege engineer) +8, Profession
(soldier) +13, Ride +4, Sense Motive +11, Spellcraft +9, Survival +5, Swim +2
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Hallit, Ignan, Infernal, Necril, Orc, Skald, Sylvan, Terran, Varisian
SQ divine bond (weapon +5, 4/day), lay on hands 14/day (8d6), mercies (diseased, exhausted, fatigued, poisoned, sickened)
Other Gear mithral full plate of speed, bastion of the inheritor MA, sacred avenger MA, amulet of natural armor +5 , belt of physical perfection +4 , boots of the battle herald ACG, circlet of persuasion , cloak of resistance +5 , handy haversack , headband of mental superiority +4 , ring of protection +5 , ring of spell turning, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae) UE, lexicon of paradox (worth 1,000,000 gp, 3 lb), mess kit UE, platinum holy symbol of Iomedae UE, pot, repair kit (armour, weapons, siege engines) (worth 20 gp, 15 lb), soap, torch (10), trail rations (30), waterskin
—————
Tracked Resources
—————
Battle Cry (ACG, 6/day) - 0/6
Detect Evil (At will) (Sp) - 0/0
Devout Visionary (1/day) - 0/1
Divine Bond (Weapon +5, 17 mins, 4/day) (Sp) - 0/4
Heroism, Greater (11 minutes, 1/day) - 0/1
Improved Iron Will (6/day) - 0/6
Lay on Hands (8d6 hit points, 14/day) (Su) - 0/14
Mithral full plate of speed (10 rounds/day) - 0/10
Paladin Channel Positive Energy 9d6 (7/day, DC 24) (Su) - 0/7
Ring of spell turning (3/day) - 0/3
Smite Evil (6/day) (Su) - 0/6
Torch - 0/10
Trail rations - 0/30
—————
Special Abilities
—————
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm. Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Battle Cry (ACG, 6/day) Allies within 30' gain +1 mor bon to atk and +4 armor bonus to saves vs. fear for 1 min.
Champion (Completed) (Challenge Foe: +2 to AC & att, +d6 dam on crit) +2 to att & AC vs. challenged foe only you threaten. If others att you/foe, -2 penalty for 1 rd.
Channeled Revival May expend channel energy to cast breath of life
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +5, 17 mins, 4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Iron Will (6/day) Can re-roll a Will save, but must take the second result.
Lay on Hands (8d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Leadership (score 23) You attract loyal companions and devoted followers.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 9d6 (7/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (6/day) (Su) +6 to hit, +17 to damage, +6 deflection bonus to AC when used.
Spell Resistance (22) You have Spell Resistance.

Silver Crusade

Stats for Irabeth:

Irabeth Tirabade
Female half-orc paladin 18
LG Medium humanoid (human, orc)
Init -1; Senses darkvision 120 ft.; Perception +4
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)
—————

Spoiler:

Defense
—————
AC 32, touch 14, flat-footed 32 (+9 armor, +5 deflection, -1 Dex, +5 natural, +4 shield)
hp 198 (18d10+57)
Fort +22, Ref +15, Will +21; +2 sacred vs. spells and abilities of evil outsiders.
Defensive Abilities orc ferocity; DR 5/evil; Immune charm, compulsion, disease, fear; Resist acid 5, electricity 5, fire 5
—————
Offense
—————
Speed 30 ft.
Melee devil's key +27/+22/+17/+12 (1d8+8/17-20) or
mwk morningstar +25/+20/+15/+10 (1d8+6)
Ranged heavy crossbow +17 (1d10/19-20)
Special Attacks channel positive energy 8/day (DC 22, 9d6), smite evil 6/day (+3 attack and AC, +18 damage)
Paladin Spell-Like Abilities (CL 18th; concentration +21)
At will—detect evil
Paladin Spells Prepared (CL 15th; concentration +18)
4th—dispel chaos , restoration
3rd—accept affliction , good hope , greater stunning barrier ACG (DC 16)
2nd—communal endure elements UC, remove paralysis , sacred bond APG (DC 15), shield other
1st—bless, cure light wounds , divine favor , endure elements , lesser restoration
—————
Statistics
—————
Str 22, Dex 8, Con 17, Int 12, Wis 14, Cha 16
Base Atk +18; CMB +24; CMD 38
Feats Blind-fight, Combat Reflexes, Deepsight APG, Extra Channel, Friendly Switch, Improved Critical (longsword), Lightning Reflexes, Power Attack, Weapon Focus (longsword) Skills Craft (mapmaking) +5, Diplomacy +12, Heal +8, Intimidate +6, Knowledge (nobility) +5, Knowledge (planes) +5 (+10 competence to identify evil outsiders and their special powers or vulnerabilities.), Knowledge (religion) +8, Linguistics +19, Perception +4, Profession (soldier) +13, Sense Motive +7, Spellcraft +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Dark Folk, Dwarven, Elven, Gnoll, Gnome, Halfling, Hallit, Orc, Osiriani, Polyglot, Shoanti, Terran, Undercommon, Varisian, Vudrani
SQ divine bond (weapon +5, 4/day), lay on hands 12/day (9d6), mercies (deafened, diseased, exhausted, fatigued, sickened, staggered), orc blood
Combat Gear
potion of cure moderate wounds , potion of lesser restoration , shoes of lightning leaping UE, holy water (4); Other Gear celestial armor, celestial shield ARG, devil's key, crossbow bolts (10), heavy crossbow, mwk morningstar, amulet of natural armor +5 , belt of physical might +2 (Str, Con) , cloak of resistance +5 , handy haversack , headband of mental superiority +2 , ring of freedom of movement , ring of protection +5 , bedroll, belt pouch, flint and steel, hemp rope (50 ft.), iron holy symbol of Cold Iron IomedaeUE, mess kit UE, pot, soap, torch (10), trail rations (5), waterskin, 133 gp, 10 sp
—————
Tracked Resources
Blinding (2/day, DC 14) - 0/2
Crossbow bolts - 0/10
Detect Evil (At will) (Sp) - 0/0
Devil's key (1/day) - 0/1
Divine Bond (Weapon +5, 18 mins, 4/day) (Sp) - 0/4
Feather Fall (1/day) - 0/1
Fly (1/day) - 0/1
Freedom of Movement (Constant) - 0/0
Holy water - 0/4
Lay on Hands (9d6 hit points, 12/day) (Su) - 0/12
Orc Ferocity (1/day) - 0/1
Paladin Channel Positive Energy 9d6 (8/day, DC 22) (Su) - 0/8
Potion of cure moderate wounds - 0/1
Potion of restoration, lesser - 0/1
Shoes of lightning leaping (1/day) - 0/1
Smite Evil (6/day) (Su) - 0/6
Torch - 0/10
Trail rations - 0/5
—————
Special Abilities
—————
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +5, 18 mins, 4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Friendly Switch Can move into allies space with no AoO and displace him into your old square.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (9d6 hit points, 12/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Deafened) (Su) When you use your lay on hands ability, it also removes the deafened condition.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition.
This does not help if the target is at 0 HP.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paladin Channel Positive Energy 9d6 (8/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Smite Evil (6/day) (Su) +3 to hit, +18 to damage, +3 deflection bonus to AC when used.


Alex Smith 908 wrote:

<snip>

I cut the brothel bit entirely. It was too silly and mid level to belong. None of the creatures present in the base module could even really make the PCs pause. It also felt a bit too much like a retread of encounters in the Misty Isle but much less interesting.

First, I love the hell train idea - totally stealing. And I agree the brothel was silly and redundant. And I am not a big "random drow" fan.

Where did you have the party go to secure the nahidrian chisel? Was that on the train also?

Silver Crusade

I had a random bit of Inspiration and rather than have Areelu where the players could target her and take her out first, I made them work for it by having her inside a 20' radius swarm of vescavors. Can't target what you can't see. Had

Spoiler:
Khorramzedeh Reborn and the Echo of Deskari
in there with her. Then had
Spoiler:
4 Vrolikais and the Favoured of Deskari
On ground level.

So when she did her first round of actions as described in the plot, there was room.

The players still triumphed though, as the Swashbuckler got 105 on an attack roll, and the fight before with

Spoiler:
8 kavalakus demons. 10 Raspers and Diurge Broodlord
the Wizard did 3250 damage with a dragon breath and a quickened meteor storm.

*tableflip*

Also I've noted several times in this AP a monster casting Sending in a surprise round or similar, but Sending is a 10 minute casting time.

Thanks all.

Silver Crusade

Does anyone have stats for Kzuhisaak or Mnikrhrask?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I'm bit shocked if I'm only one who has noticed this but... One of Lord Stillborn's mythic path abilities he has picked is "Control the mindless" which uses knowledge arcana or religion vs construct or undead CMD.

....Yeah, he has neither of those skills. He literally has picked path ability he is unable to use

(they also don't seem to have 4th tier's ability picked <_<)

Also weird to realize that only MR 10 npc in entire ap is The Suture. Writers really tried to make mythic npcs super rare to the point even Areelu isn't max tier (even though she really could be since she would still be cr wise below Deskari)


Hey.
Do anyone happen to have the stats of the "Crown of Feasting Ravens" artifact, or know were I can find them?

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