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322 posts. Alias of DevinTowerwood.


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Grand Lodge

meumeujeu wrote:

It is said that, when Xhandergul's shadow copy dies, its equipement vanish with him. Ok.

But what about his shadow servants and the Librarian ? They are shadow creatures too, so does it mean that their equipement vanish with them too ?

Hey there meumeujeu. The fact that Xanderghul's gear disappears (or that it automatically re-appears when he respawns) is a function of his Shadow Gear special quality. The shadow servants (including the shadow librarian) lack this quality, meaning their gear is real gear they have to be equipped with when created. Ergo, the equipment also drops when they are destroyed.

Grand Lodge

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Great prep work! Fun to see Delek fleshed out like that; I feel like a lot of people forget he even exists. Good work with Banny, Ibor, and Katrine as well. Looks like a very solid start to the adventure - have fun with your opening!

Grand Lodge

Hey there Barachiel. I don't think either Gnutten or I check this forum as much as we used to, but I can answer some of this.

- Regarding the Wardens of Runes and Wardens of Storms, they have the Fighter Simple Template you can find by googling "Pathfinder Fighter simple template" or searching it on Archives of Nethys. It grants a +4 bonus to STR, Armor Training (class level = HD), Weapon Training in one weapon category (class level = HD), and a number of bonus feats equal to 1 + 1 per 4 HD. Massive bonus in the martial capabilities of a creature; I still use Wardens of Storms and Wardens of Runes in my gestalt Return campaign and they're still lethal threats.

- That said, ACs higher than 50 aren't really something the game's math is well-equipped to deal with. Stripping buffs, targeting saves, and targeting CMD can all be a great help. Awesome Blow, Greater Overrun, Giant's Crush, and Giant's Wallop might be handy combat options if you need to rely on maneuvers and only the most accurate attacks. Use Furious Focus to avoid taking the ATK penalties on vital strike/power attacks.

- Regarding Karzoug, both Gnutten and I recommend the use of mind blank to avoid divinations like greater arcane sight. Combine with limited wish (greater invisibility) to create a real pest of a wizard. While neither Gnutten nor I recommended this strategy, Karzoug does have the material components for limited wish on hand and can spontaneously cast it via his bound item glaive.

- Regarding mage's disjunction, there's not really a lot of counterplay to that spell. I've banned it in my games. Beyond that, there's aroden's spellbane, but in-lore that is a rather secret spell designed well after Karzoug hid away in his runewell, so depending on your table it might be seen as quite bad manners for him to know it. If it's still an option, I just recommend banning mage's disjunction on both sides of the equation. Try wall of suppression, prismatic wall, and greater dispel to strip your party's buffs - both Gnutten and I recommended these spells in Karzoug's loadout, and the Wardens of Runes and Wardens of Thunder come packing Awesome Blow / Awesome Charge to knock PCs through the walls.

Hope this is in time to help out your campaign, and good luck with your finale.

Grand Lodge

Preamble to Book 5:
At the end of Book 4, your PCs will have a fair amount of freedom, but the adventure assumes they will eventually decide to enter the time-locked city of Crystilan of their own will. Another GM here on the forums, DavidW, put out an initial guide to emphasizing the timeline shenanigans/temporal damage in this adventure that I quite like.

If we were to follow his suggestions, then by the time the party has defeated or allied with Xanderghul, then Sorshen has disappeared from this timeline (trapped by Sorshen), the Sihedron has been erased from history, the Sihedron Council never formed, and the original heroes of Rise were imprisoned alongside Karzoug in the eye of avarice. Additionally, Alaznist opens a gate between the ancient past of Xin-Eurythnia and modern-day Korvosa, bringing the Oliphaunt of Jandelay to begin wreaking havoc. In effect, the attacks that the party will ultimately thwart in Book 6 begin now, leaving the party on the back foot and pushing them towards Crystilan as soon as possible.

This effectively sets the Temple of the Peacock Spirit as the 'point of no return' for this AP, which you may or may not like. If instead you would like to treat the entrance to Crystilan as the point of no return, I recommend playing this out at a more relaxed pace, with the PCs having the opportunity to regroup with Sorshen and the Council to figure out their next steps before ultimately deciding to infiltrate Crystilan.

As a final note, I suggest adding to Xanderghul's research a hypothesis that Crystilan's shell could be broken by destroying the runewell of envy. This is information the party can find deeper into Book 5, but I do think it actually makes more sense for them to find out at this point, so they enter Crystilan with a reasonable belief that they can escape.

Book 5 Part 1: Frozen Tears Falling

A. The Frigid Menagerie (CR 17)
- 4 PCs: 2 Libitinarii Kytons and 1 Libitinarii Sorcerer
- 5 PCs: 1 Libitinarii Kyton, 1 Libitinarii Sorcerer, and 1 Libitinarii Ranger
- 6 PCs: 1 Libitinarii Sorcerer and 2 Libitinarii Rangers

B. The Realm of Frozen Tears

B1. Embalmer’s Lair (CR ~ 15)
- 4 PCs: 3 Interlocutor Kytons
- 5 PCs: 2 Interlocutor Kytons and 1 Interlocutor Vivisectionist
- 6 PCs: 3 Interlocutor Vivisectionists

RP Alternative:
Rather than having the interlocutors attack on sight, you could have them ‘welcome’ their new volunteers and give the PCs an opportunity to roll Diplomacy (Influence Attitude) or otherwise get the interlocutors talking. The interlocutors crave opportunities to talk about their work (or, if the PCs are particularly friendly, smack-talk their libitinarii peers) and will eagerly share about their goals and projects if asked. With proper Diplomacy (DC 28 assuming an Unfriendly attitude), the PCs could offer just one of their number as a volunteer for the interlocutors, at which point the interlocutors will offer them one of three radical surgeries. The interlocutors will only attack at this point if the PCs refuse a surgery or attack them first; willingly undergoing a surgery lets the PCs go about their business, and may even provide an opportunity for sneaky PCs to abscond with the canopic jars while the interlocutors are busy at work.

B2. Frozen Antechamber (CR 0)
- No encounter in this area

Treasure changes (ABP): No treasure found in this area

B3. Ice-Water Springs (CR 17)
- No changes to this encounter (+50 hp for 5 PCs, +100 hp for 6 PCs)

B5 Prophet’s Amphitheatre (CR 17)
- No changes to this encounter

B6. Ballitar’s Refuge (CR 9)
- No changes to this encounter

B7. Libitinarii’s Cloister (CR 15 or 17)
- 4 or 5 PCs: 2 Libitinarii Kyton
- 6 PCs: 1 Libitinarii Sorcerer and 1 Libitinarii Ranger

Treasure changes
- 4 PCs: The ring of delayed doom has 6 charges
- 5 PCs: The ring of delayed doom has 7 charges
- 6 PCs: The ring of delayed doom has 6 charges

RP Alternative:
Rather than immediately attacking, Raffeine and Brietesh could have the works they are so proud of displayed in the room for Lyraesia to evaluate. When the PCs arrive, if they’re not immediately hostile themselves, Brietesh will suggest they have the PCs decide whose work is better so they can end this argument, then just kill the PCs afterwards. By sufficiently flattering them while inspecting their work (ice sculptures like those found in the Frozen Menagerie or B4), if the PCs improve their attitude to at least neutral, whoever’s work they decide is better will convince the other that there’s value in letting people who appreciate fine art live.

B10. Hall of the Forever Screams (CR 15)
Replace the Symphony of the Forever Screams with the following Haunt, provided on page 81. The text is copied here for convenience:

ICY GRAVE CR 15:

NE haunt (all of B10 once someone passes through the middle)
CL 15th; Notice Perception DC 30 (to see frost crawling up any objects touching the floor or walls)
hp 67; Weakness fire spells and effects (these effects damage the haunt)
Trigger proximity; Reset 1 hour

Effect Rime and frost crawl up the limbs and clothing of every creature within the tunnel. Any creature within the area is affected by icy prison and must also attempt a DC 23 Fortitude save each round it is trapped in the ice or take 1d4 points of Constitution damage. Corpses that remain trapped in the ice for longer than 1 round are absorbed into the walls of the tunnel; reviving a character absorbed in this way requires true resurrection, miracle, or wish.

Destruction The haunt is destroyed if it kills and absorbs the body of a libitinarii kyton (requires their cold immunity to be suppressed by some means).

B11. Labyrinth of Misery (CR 15)
- No changes to this haunt

Treasure changes (ABP):
- 4 or 5 PCs: Remove the rod of shadows
- 6 PCs: Replace the rod of shadows with a greater rod of metamagic (rime)

B13. Rimelab (CR variable)
- 4 PCs: 2 Apostle Slayers
- 5 or 6 PCs: 1 Creshella (Tetori 13) and Syneste (Dashing Thief 14)

B14. Western Tearvault (CR 16+)
- 4 PCs: Lady Wollnoxe (Shadow Jotun Troll)
- 5 PCs: Lady Wollnoxe (Shadow Jotun Troll) and Grevchel
- 6 PCs: Lady Wollnoxe (Jotun Troll Barbarian) and Grevchel

Note: Grevchel has been moved to this chamber to reduce enemy clutter on the map and increase the difficulty of defeating Lady Wollnoxe through violence. In the event that he is found here, he has successfully made offerings to Lady Wollnoxe and is still under the impression that she is the one all of the kytons are worshiping.

Treasure changes
- 6 PCs: Swap the gloom blade for a frost brand

B15 Glacial Pass (CR 15)
2 Freezing Sphere Traps

FREEZING SPHERE TRAP (CR 13):

Type magic; Perception DC 31; Disable Device DC 31
Trigger proximity (alarm); Reset none
Effect spell effect (freezing sphere, 13d6 cold damage, DC 20 Reflex to halve); multiple targets (all creatures in area B15).

B16. White Death’s Courtyard (CR 15)
- No changes to this encounter

B17. Eastern Tearvault (CR ~ 17)
- 4 PCs: Lyraesia [Level 6] and 3 Tearvault Guardians
- 5 PCs: Lyraesia [Level 6] and 2 Tearvault Gargoyles
- 6 PCs: Lyraesia [Level 8] and 2 Tearvault Gargoyles

Once the PCs obtain a pendant of the first tears, they Level up to level 15!

Grand Lodge

Whoops! Forgot to update here for a year. Not only have I managed to playtest this boss fight, but several other groups have as well. Thank you to Kohilo, Reks, and vornn for all giving it a shot in your own games as well. I recommend reading it on Google Docs as it includes a concise table to assist in running this fight, but I'll replicate as much as I can here.

I was a little disappointed with the small Resurrection Chamber that the final battle against Xanderghul takes place in, and planned from early on to try and modify it for my own group. Then, a fellow GM by the name of mirrorwolf9 both developed a stat block for the Peacock Spirit, as well as commissioned an art piece from Jack Kaiser, an excellent fantasy artist. They also created a great map for such a fight to take place in. I think it goes without saying that I’m entirely indebted to them for these excellent homebrews and commissions, and I’m very happy to have this scenario for my own party. Below are my rules and information for this boss battle.

BOSS: THE PEACOCK SPIRIT

Overview:
Scenario: Rather than the trap/punishment normally keyed to the final Peacock Shrine, attempting to remove Xanderghul’s immortality when he is dead results in all characters present in O3 being drawn into a quasi-real demiplane - a fragment of the Peacock Spirit’s former realm within the Shadow Plane. Here Xanderghul makes his last stand as the Peacock Spirit, and the party glimpses a flicker of the Peacock Spirit’s former glory.

Environment: The Vestige of the Peacock Court is a floating hunk of rock pierced through in places by violet crystals. It sits at the center of a vast vortex of swirling black-and-violet energy, acting as a strong wind over the entire area. Should one fall off the edge of the arena, the demi-plane loops on itself, resulting in the faller arriving in the sky, only to fall on the arena ground and take 16d6 falling damage. The ‘ceiling’ of this demiplane is 100 feet above the surface of the arena, while the ‘floor’ is 60 feet below it.

Terrain: The ground of the Vestige is considered worked stone, and can be gradually ascended where the ground is unbroken without a penalty to movement. The lowest ground, at an elevation of 60’, sits in the northwest corner of the arena, while the highest, at an elevation of 95’, is a narrow ridge near the southeast corner of the map. The crystals that jut out of the ground in places average 8’ in height and provide total cover from attacks.

Enemies: The only living enemy in this arena is the Peacock Spirit. However, the Spirit is protected by seven Crystal Feathers, magical constructs that heal it and attack any hostile creatures in range. The Peacock Spirit sits, initially as a statue, within a ritual circle 80’ high in the northeast corner of the map. The Crystal Feathers are scattered around the arena, but each has a clear line of effect to the Peacock Spirit.

Creating a Peacock Spirit Stat Block:
The Peacock Spirit in its present form is relatively simple to build, so rather than creating a whole PDF character sheet, I’m going to lay out how to stat up the Peacock Spirit based on a synthesis of what I and mirrorwolf9 did.

- Start with a phoenix.
- Swap its DR to DR 15/chaos instead of DR 15/evil
- Add the Arcane simple mythic template.
-- It gains a +2 deflection bonus to AC, +20 hp, and SR 27
-- It gains the Mythic Magic ability (cannot be used)
-- It gains the Simple Arcane Casting ability, granting it the use of several powerful spells, each 1/day.
--- Spells selected: protection from energy, prismatic spray, reverse gravity, statue, prismatic wall
- Replace the phoenix’s Self-Resurrection with the Peacock Spirit’s Self-Restoration, described below.
- Replace the phoenix’s Shroud of Flame special ability with the Peacock Spirit’s Prismatic Shroud, described below.
- Add the Peacock Spirit’s Prismatic Regeneration, Prismatic Attunement, and Prismatic Vulnerability special qualities, described below.

Special Qualities and Abilities:
Prismatic Attunement (Su): The Peacock Spirit draws power from its seven magic feathers, and can attune itself to a particular one to enhance its offensive abilities. At the start of each round, roll 1d8 - the result determines what color the Peacock Spirit is attuned to for that round. In the event the Spirit is attuned to two colors in a given round, it adds both effects to its Prismatic Shroud, but also gains both weaknesses to its Prismatic Regeneration.

Prismatic Regeneration (Su): The Peacock Spirit regenerates 70 hit points at the start of its turn every round. This regeneration can only be overcome by a source dependent on the Spirit's currently-attuned color (see below). If two colors are attuned, either source can negate the regeneration. If a Crystal Feather is destroyed, the Peacock Spirit's regeneration is permanently reduced by 10 points, and the Spirit permanently counts as attuned to that color for the purpose of negating its regeneration.

Prismatic Shroud (Su): The Peacock Spirit can cause its feathers to burst into rainbow flames as a free action. As long as its feathers are burning, it inflicts an additional 1d6 points of fire damage with each natural attack. Any creature within reach (20 feet) must make a DC 25 Reflex save each round to avoid suffering an effect dependent on the Peacock Spirit's attuned color (see below) at the start of its turn. A creature that attacks the Peacock Spirit with natural or non-reach melee weapons takes 1d6 points of fire damage (no save) with each successful hit. The save DC is Constitution-based.

1. Red - 4d6 fire damage
2. Orange - 4d6 acid damage
3. Yellow - 4d6 electricity damage
4. Green - 2 Constitution damage (poison effect)
5. Blue - 2 Dexterity damage (petrifies if reduced to 0)
6. Indigo - 2 Wisdom damage (inflicts insanity if reduced to 0)
7. Violet - Banished to ethereal plane for 1 round
8. Roll twice, ignoring any further results of '8'

Prismatic Vulnerability: While the Peacock Spirit draws power from its seven Crystal Feathers, its mutable nature leaves it with an ever-shifting weakness. When the Peacock Spirit attunes to a particular color, its regeneration can be negated if it sustains damage associated with that color. It also loses any energy resistance or immunity it might have to that damage type on that turn, and spells inflicting that damage type ignore the Spirit’s spell resistance. The Peacock Spirit is considered permanently attuned to any color whose associated Crystal Feather has been destroyed for the purposes of this vulnerability.

1. Red - Cold
2. Orange - Fire
3. Yellow - Electricity
4. Green - Negative
5. Blue - Acid
6. Indigo - Sonic
7. Violet - Force

The Crystal Feathers:
Crystal Feathers are magical constructs that empower the Peacock Spirit, of which there are seven. As long as they remain functional, each feather enhances the Peacock Spirit's Prismatic Regeneration by 10, to a total of 70 regeneration when they are all functional. In addition, each feather is attuned to a specific color associated with the prismatic spells, which determines its effects when it performs a Retaliatory Blast (see below), and which energy types can prevent the Peacock Spirit's regeneration after its destruction.

After each PC's turn, roll 1d8 and consult the table below. The indicated Crystal Feather makes a Retaliatory Blast against the PC. If the indicated Crystal Feather has been destroyed or is incapable of attacking the targeted character, nothing happens. Retaliatory Blasts are rays with an attack bonus of +20 and a range of 100 feet (no range increments).

Each feather has hardness 30 and 10 hp.

1. Red - 4d6 fire damage
2. Orange - 4d6 acid damage
3. Yellow - 4d6 electricity damage
4. Green - 2 Constitution damage (poison effect)
5. Blue - 2 Dexterity damage (petrifies if reduced to 0)
6. Indigo - 2 Wisdom damage (inflicts insanity if reduced to 0)
7. Violet - Banished to ethereal plane for 1 round
8. Double - Roll again twice, ignoring any further results of 8.

Once a Crystal Feather has been destroyed, the Peacock Spirit's Prismatic Regeneration can henceforth be suppressed by an associated energy type, listed below.

Red - Cold
Orange - Fire
Yellow - Electricity
Green - Negative
Blue - Acid
Indigo - Sonic
Violet - Force

Tactics:
Before Combat - When the PCs arrive in the Vestige demiplane, the Peacock Spirit has assumed the form of a grand Peacock Shrine of all seven colors, and is protected as per statue. A veil-like effect (Will DC 25) allows it to keep this appearance even when it acts.

Phase 1: During the first phase of combat, the PCs must primarily contend with the seven Crystal Feathers. The Peacock Spirit remains immobile as a statue, only casting spells and spell-like abilities to protect itself, favoring prismatic spray and firestorm for offense while controlling the battlefield with quickened wall of fire. Once the Peacock Spirit is reduced to less than 0 hp, or all seven Crystal Feathers are destroyed, Phase 1 ends.

Phase 2: After completing its Self-Restoration, the Peacock Spirit reveals its true form: a massive phoenix of ethereal, polychromatic energy, with Runelord Xanderghul serving as its head, not unlike a lamia. Now without its defenses, the Peacock Spirit fights desperately, separating melee attackers from ranged attackers and spellcasters by casting prismatic wall between them (typically ~ 20’ away from itself) before attacking as viciously as it can.

Morale: The Peacock Spirit fights to the death.

As a final note, there's a lot of mechanics to this fight, and I think it's easier to run if you're a bit more transparent with your players about how it's going to work. Here's the information I would provide to PCs without a check:

1. The Crystal Feathers are empowering and healing the spirit.
2. The color/effect of the spirit's shroud changes at the start of each turn, and the color dictates the spirit's weakness that turn.
3. Destroying a Crystal Feather makes the spirit's weaknesses permanent.

Here's the information I would provide with a check.

- Kn: Arcana DC 27 (Monster Lore, nonaction) - The Peacock Spirit is a phoenix imbued with great arcane power (arcane template phoenix).
- Kn: Arcana DC 22 (Study, swift action) - Deduce the spirit's current vulnerability based on its shroud. This information is automatically revealed to someone with arcane sight or a similar ability active.

Grand Lodge

Hey there David,

I just wanted to drop in and say that I read your whole outline and I think it's fantastic. I sincerely wish I'd had it a year ago, back when I'd just wrapped up Book 3 and really started to hammer home the changing timeline. While it's too late for me to include some of your earlier suggestions, I'll gladly steal many of the tweaks you've made to Book 5 and Book 6, especially the temporal wounds.

I've been slowly publishing a guide to this AP and trying to flesh out many chunks of it as I go. I'll direct people who are interested in tweaking the story a little for clarity to this thread and your outline; I'll be back if/when you publish an update or I've completed the adventure with those changes.

Grand Lodge

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Book 4 Part 3: Pride's Heart Part 3 (Refuge and Sanctum)

N. Refuge of Violet Vanity

Note: The stat blocks provided in the AP for the Shadow Servants claim to be CR 12, but are actually CR 11. I have some actual CR 12 stat blocks in the google docs.

N3. Kitchen (CR 14)
No changes to this encounter, except to the Shadow Servants

N4. Pantry (CR 0 or 12)
- 5 or 6 PCs: 1 Shadow Servant

Note: The Shadow Servant here is sweeping the pantry if Xanderghul is not present, or else crouching down and counting vegetables to Xanderghul if he is.

N5. False Shrines (CR 14)
- Increase the Perception and Disable Device DCs of these shrines to 25 each

Note: These traps cannot send someone to another plane as long as the dimensional lock is in place.

N6. Arcane Laboratory (CR 14)
No changes to this encounter, except to the Shadow Servants

N8. Library (CR 13)
- 4 or 5 PCs: Shadow Librarian
- 6 PCs: Shadow Librarian and 1 Shadow Servant

Note: The Shadow Servant in this room (for 6 PCs) rushes to participate in any combat it overhears in nearby rooms, but if the party makes it to this room without creating a ruckus, the Shadow Servant will start in the southwest corner, cleaning the library stacks. It will come to investigate once the party begins speaking to the Shadow Librarian, but the Shadow Librarian will instruct it not to attack. If a fight later breaks out in the room, the Shadow Servant will always join whichever side is attacking the PCs, even if that means attacking the Shadow Librarian as well.

Treasure changes (ABP):
- 4 PCs: Replace the tome of leadership and influence with a page of spell knowledge iii (tongues)
- 5 PCs: Replace the tome of leadership and influence with a page of spell knowledge v (phantasmal web), planar parchment
- 6 PCs: Replace the tome of leadership and influence with a page of spell knowledge vi (psychic asylum)

N9. Lavish Bedroom
Treasure Changes (ABP)
6 PCs: Swap the robe of components for a charlatan’s cape

O. Sanctum
Map Suggestion: You may want to consider doubling the proportions of the sanctum. Otherwise, Xanderghul is going to be immediately within reach as soon as the PCs step inside, and parties of 6 essentially won’t fit in the room.

O3. Resurrection Chamber (CR 18)
- 4 PCs: Xanderghul (220hp) and 2 Clockwork Golems (120hp)
- 5 PCs: Xanderghul (250hp) and 3 Clockwork Golems (140hp)
- 6 PCs: Xanderghul (300hp) and 4 Clockwork Golems (140hp)

Treasure Changes (ABP):
- 4 PCs: A portable hole containing a periapt of proof against poison, a ring of freedom of movement, 24 gems each worth 500gp, and Thassilonian coins worth a total of 14,400 gp

- 5 PCs: A portable hole containing a periapt of proof against poison, a sash of flowing water, a ring of chameleon power, 30 gems each worth 500gp, and Thassilonian coins worth a total of 17,450 gp

- 6 PCs: 5 PCs: A portable hole containing a +2 defiant longsword, a periapt of proof against poison, a ring of evasion, a sash of flowing water, a rod of selective spell (greater), 25 gems each worth 500gp, and Thassilonian coins worth a total of 15,500 gp

Note: The treasure hoards for 5 and 6 PCs here remove the ring of freedom of movement, which is instead worn by Zurea Salvus. If you do not give her this ring, put it back here, replacing the ring of chameleon power or ring of evasion.

In addition, I am working on another alternative Boss Fight following this fight, in which removing the Violet Rod plunges the PCs into a demiplane to face the Peacock Spirit. I will post that once I’ve had a chance to playtest it with my own group.

Grand Lodge

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Book 4 Part 3: Pride's Heart Part 2: Dungeons and Vault

L. Dungeon of Fiery Fury
Shrines
Red (non-giants gain mind-affecting immunity)

Overview:
This dungeon floor is essentially split into two combat encounters with exploration and roleplay in the middle. The adhukait in L2 (and the Japalisura for 5 or 6 PCs) serve as an introduction to the floor’s theme and the abilities of asura. The second encounter starts with a powerful lone enemy (Belevaan), but quickly turns into a group brawl as the Adhukaits from L9 and Dhanishti from L13 join the fray. Between the two is the scene with Hobbin and the search for the Pharasman corpses. Stealth through this floor is possible, but diplomacy is not.

L2. Intake (CR 13)
No changes to this encounter

L3. Cellblock (CR 0 or 12)
Encounter
If your party has 5 or 6 PCs, a Japalisura patrols the area from L3 to L6. Unless the PCs take particular care to conceal the sounds of battle, the Japalisura will arrive to reinforce the Jailers in combat after 1d3 rounds.

Resplendent Development: Hobbin may be found in a cell in this room, while Corstela Rostrata now occupies L4.

L7. Acid Pit (CR 13)
- Telekinetic Acid Trap - Increase the Perception DC of this trap to 35, but decrease the Disable Device DC to 25.

L8. The Racks (CR 12+)
- 4 PCs: Belevaan
- 5 PCs: Belevaan the Fighter
- 6 PCs: Belevaan the Fighter and 1 Adhukait Jailer

Note 1: The Fighter version of Belevaan has significantly improved gear, helping to adjust for the treasure changes for a 5-person party on this floor.

Note 2: Due to the telepathic connection shared between Belevaan and his peers, his allies roll initiative as soon as he does, but are also surprised if he is.

L9. Maintenance (CR 12-)
No changes to this encounter

L13 Inquisitor’s Office (CR 13-)
- 4 or 5 PCs: Dhanishti (Lv. 8)
- 6 PCs: Dhanishti (Lv. 9)

Note: The level 9 version of Dhanishti has significantly improved gear, and accounts for most of the increased treasure for a 6-person party for this floor.

Treasure changes (ABP):
- 4 PCs: glove of storing containing a +1 flaming starknife, a pearl of power (level 2), and 630pp
- 5 PCs: glove of storing containing a +1 flaming starknife, a pearl of power (level 3), and 1,130pp
- 6 PCs: glove of storing containing a +1 flaming starknife, a pearl of power (level 3), an ebony fly figurine of wondrous power, and 720pp

M. Vault of Crimson Longing
Shrines
No shrines should affect the difficulty of combat encounters on this floor.

Overview:
While this floor is arranged as a series of individual encounters, for the most part encounters are intended to cascade into each other. The last surviving Inverted Giant flees to Vuhsias, Vuhsias retreats to Kasmalogg, and Tuirziaz comes to support Kasmalogg once she hears fighting. The addition of a Fire Giant Glaive is intended to make this cascade more reliable, as a fleeing Inverted Giant only has to retreat for a single round before encountering an ally, rather than 2.

However, most creatures on this floor are distracted, willing to talk, or at least vulnerable to mind-affecting effects, so preventing a combat cascade is probably part of the intended formula here. I suggest making that explicit to your players once the Inverted Giant begins to flee.

In addition, I have two suggestions to help encourage that angle.

1. A hidden passwall accessible to medium or smaller creatures connecting M2 to M11, discoverable via see invisibility or similar magic, or with a DC 30 Perception check for those inspecting the room. This more reliably would allow a PC to encounter Tuirziaz in the Map Room.

2. A closed set of doors between M2 and M3. This would make the Inverted Giant’s escape much less likely (and hide the Inverted Giant corpses from the Fire Giant Glaive for 5 or 6 PCs).

M2. Giant Cells (CR 13+)

- 4 PCs: 2 Inverted Giants (150hp)
- 5 PCs: 2 Inverted Giants and 1 Inverted Giant* (140hp)
- 6 PCs: 2 Inverted Giants and 2 Inverted Giants* (150hp)

*These secondary inverted giants begin in their cells, recovering from their work. They are fatigued. Their cells are unlocked, and they will still react to the party’s presence. However, the portcullis is heavy, and requires 1 round for these giants to lift.

M3. and M4. Mess Hall and Pantry (CR 0 or 12)
- 5 or 6 PCs: Fire Giant Glaive

Note: This giant is currently in the process of preparing the giants’ next meal, a task which distracts them greatly. If the PCs battle the inverted giants, this giant will initially be in M4 and fail to hear the noise. After 2d6 rounds, they will exit the pantry and enter the mess hall, overhearing any ongoing combats, cautiously investigating before fleeing to Vuhsias in M5 for aid. If Vuhsias falls or flees there, they will continue their retreat to Kasmalogg.

M5. Training Hall (CR 13)
No changes to this encounter

M6. Indoctrination Hall (CR 14)
No changes to this encounter

M8. Secret Shrine (CR 14)
Replace the maximized fireball trap with the following trap

Trap:
DELAYED BLAST FIREBALL TRAP CR 14
Type magic; Perception DC 30; Disable Device DC 30
EFFECTS
Trigger touch; Reset automatic (1 minute)
Effect spell effect (delayed blast fireball, DC 21, 15d6. Detonates on initiative 10 the turn after it appears; if the trap wasn’t detected, it appears on a surprise round).

M9. Map Room (CR 15)
- 4 PCs: Tuirziaz (220hp)
- 5 PCs: Tuirziaz (220hp) and 1 Stone Golem (110hp)
- 6 PCs: Tuirziaz (220hp) and 1 Stone Golem [Shield Golem*] (160hp)

*: The shield golem’s stored spell is hold monster (DC 19).

Treasure Changes (ABP):

- 4 PCs: potions of cure serious wounds (12), scrolls of cure moderate wounds, mass (2)

- 5 PCs: potions of cure serious wounds (12), scrolls of cure moderate wounds, mass (2), wand of cure serious wounds [35 charges]

- 6 PCs: potions of cure serious wounds (12), scrolls of cure serious wounds, mass (2), wand of cure critical wounds [30 charges]; Tuirziaz’s golem amulet is a massive sapphire necklace worth 10,000gp

Grand Lodge

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Book 4 Part 3: Pride's Heart Part 1 (Gatehouse and Nave)

J. Gatehouse (CR 13)

Shrines:
- 4 PCs: Green (poison immunity, SR 26)
- 5 or 6 PCs: Green (poison immunity, SR 26), Indigo (fast healing 10)

J1. Overgrown Approach
- No blood brambles attack the PCs for approaching. Instead, if a fight breaks out, they are drawn by the spilled blood, attacking PCs outside or near the door to the Gatehouse.

J2. Narthex
- 4 PCs: 8 Cultists of the Peacock Spirit and 1 Blood Brambles
- 5 PCs: 6 Cultists of the Peacock Spirit and 2 Blood Brambles
- 6 PCs: 4 Cultists of the Peacock Spirit and 3 Blood Brambles

K. Nave of Indigo Decadence
Shrines
Indigo (fast healing 10), Red (non-giants gain mind-affecting immunity)

Enemy Scaling in the Nave of Indigo Decadence:
The Nave of Indigo Decadence provides a particular challenge to scale, as an increased population at the temple would create logistical issues. Ultimately I think the best way to scale the difficulty of a large-scale attack on the Nave is to include new enemies, such as asura or constructs who serve as Temple guards. However, for the sake of preserving the style of these encounters in their original form, this guide will instead recommend powering up individual sets of creatures rather than adding new ones. Which creatures should be swapped are listed below:

- 4 PCs: Peacock Spirit Cultists [Lv. 5] -> [Lv. 7]

- 5 PCs: Peacock Spirit Cultists [Lv. 5] -> [Lv. 7]; Peacock Spirit Priests [Lv. 9 -> Lv. 10]; Zurea Salvus [Lv. 13 -> Lv. 14]

- 6 PCs: Peacock Spirit Cultists [Lv. 5] -> [Lv. 7]; Peacock Spirit Priests [Lv. 9 -> Lv. 10, Invincible Mythic Simple Template]; Zurea Salvus [Lv. 13 -> Lv. 14 Mythic]

Development: The Order of Resplendence:
In the event that your party spared Corstela and the other leaders of the Order of Resplendence back in Book 1, there is a good opportunity here for them to make a new appearance here in the Grand Temple. I have included leveled-up stat blocks for Corstela, Kantulin, and Alden, and will provide some suggestions for their placement (noted under “Resplendent Development”) and new RP notes for them within the character sheets themselves.

K2. Cathedral Entrance (CR 7)
No changes to this trap

K3. Dining Hall (CR 10)
No changes to this encounter, except to creature stat blocks

K4. Dormitory (CR 13)
No changes to this encounter, except to creature stat blocks

Resplendent Development: Swap a Peacock Priest for Alden Tilaresk

K5. The Peacock Spirit’s Pulpit (CR 12 or 14 and CR 10)
- 4 PCs: 4 Peacock Priests and Zurea Salvus
- 5 PCs: 4 Peacock Priests [Lv. 10] and Zurea Salvus [Lv. 14]
- 6 PCs: 2 Peacock Priests [Lv. 10 Invincible] and Zurea Salvus [Mythic]

Trap
No changes to this trap

Treasure changes (ABP):
- 4 PCs: +1 human-bane dagger, mitre of the hierophant, divine scroll of heal, divine scrolls of sending (3), divine scrolls of cure critical wounds (3), divine scrolls of align weapon (2) 340pp, 450gp

- 5 PCs: +1 human-bane dagger, mitre of the hierophant, divine scrolls of heal (2), divine scrolls of sending (3), divine scroll of mass cure moderate wounds (2), divine scrolls of align weapon (2), 340pp, 6,600gp

- 6 PCs: +1 human-bane dagger, mitre of the hierophant, divine scrolls of heal (3), divine scrolls of sending (3), divine scroll of greater restoration, divine scrolls of align weapon (2) 340pp, 8,500gp

K6. Library (CR 13)
No changes to this encounter

Resplendent Development: Add Kantulin, Her Pridebound Assistant

Treasure changes (ABP)
- Library collection worth 2,000gp per PC

K7. Gallery (CR 13)
No changes to this hazard

Grand Lodge

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Bonus Event: The Sleeping Serpent

This event takes place in the clearing north of map J, and is intended to potentially provide a place for PCs to rest and learn more information about the valley. Here are my notes on it - feel free to include it in your campaign if you'd like an excuse to have a bolla and basavan in your campaign.

The Clearing:
Read Aloud wrote:
Here at the northern edge of the lake, you find a clearing where the poisonous flora of the forest does not extend, but rather the natural grasses of the mountains. The nearby cliff extends far, far up towards the sky, almost impossible in its regularity. You see no sign of a Peacock Shrine, but something feels distinctly . . . off about this clearing.

The PCs may investigate further through several avenues.

- Survival (DC 20) reveals clear signs that a large creature has repeatedly passed through here recently. It looks like a huge-sized humanoid that uses its hands to aid in movement, like an ape.

- Perception (DC 30) reveals that the grass appears to phase into the cliff wall along a narrow stretch - an illusion here is hiding the actual shape of the cliff wall.

- Detect magic reveals a powerful illusion aura along the cliff face. Arcane sight can reveal that that aura is a screen spell, a powerful illusion to cloak a large area in an illusion that fools scrying effects, along with all humanoid-typical senses.

- Detect magic, greater reveals that many divination spells have been cast in this area - twelve of them, to be exact. Likely someone here has been casting a divination spell in this area daily.

If a PC decides to investigate the cliff wall, they can make a DC 25 Perception check to locate a cave opening along the cliff face. A PC with true seeing automatically passes this check.

The Cave:
If the PCs enter the cave, read the following:

Read Aloud wrote:
The passage here is narrow, but about fifteen feet high. After the initial 50', the passage opens up greatly, descending into a natural cave about 30' high and up to 50' wide. A rack for carrying two buckets the size of bathtubs sits in the cave, but that's not the only sign that something lives down here - from somewhere deeper within the cave, you can hear the sound of music. A singular wind instrument playing a lonely melody. However, the cave has many passages branching out from it leading deeper into the mountain.

It requires a DC 25 Kn: Dungeoneering check to follow the correct path towards the music without becoming lost. Doing so brings the PCs about 500 feet deeper within the cavern's passages, bringing them to the following tableau:

Read Aloud wrote:
Following the music through the mountain's passages, you come to a ridge overlooking a deep cavern; even from a cursory glance, you can see that this cavern's walls have been magically carved and smoothed, perhaps better to bear the huge paintings that cover most of them. The ceiling is 60 tall, with the ridge you're standing on emerging about 40 feet up. Below you, sitting beside a large, smokeless fire, is a giant covered in wild, tawny hair from head to foot, playing an ocarina that must be the size of your torso. Deeper still lies a circular tunnel. at least 15' in diameter. The giant's eyes settle on you as you get a good look of the cavern, but they do not stop their playing.

A PC who makes a DC 30 Perception check can hear - or perhaps more likely feel - the slumbering breath of some enormous creature further within the tunnel.

PCs can identify this creature as a basavan with a DC 25 Kn: Nature or History check. Stories of the basavan are old tales in Varisia - stories of friendly giants that care for the wilderness and protect communities and forests from encroachment by monsters, disease, and poachers. These stories have become much less friendly in recent centuries, as basavan have abandoned their old forests or been ousted by settlers. A DC 25 Kn: Local check can also reveal that basavan are long-lived craftsmen and artists, and often are reticent to talk to humans who do not share their passsions.

If the PCs try and speak to the giant, he will pause for a moment and reply (first in Terran, then in Sylvan, then in Giant):

Ruther, the Basavan wrote:
"There is no time for words. Leave, before you disturb it any further. I must continue to play."

At the end of the circular tunnel likes a bolla, an ancient monster bred by the Runelords of Sloth to destroy and devour their enemies, driven by insatiable hunger. The bolla has slept deep within this cave for centuries, but in the years since the cult of the Peacock Spirit has returned, its sleep has grown restless. Ruther's song lulls the creature into deeper sleep, but this requires quite a commitment during the day - if Ruther should cease playing for more than 2d6 minutes, the bolla will waken to devour the cult and everything else living in the valley.

A Sense Motive check (DC 30) can provide a clue about the basavan's actions - the DC is reduced by 10 if the PCs have heard the breathing of the bolla below. Clever PCs who wish for the opportunity to speak to Ruther without resorting to compelling his speech with magic may make a DC 20 Perform (keyboard, sing, strings, or wind) check to imitate Ruther's song to keep the bolla placid while giving Ruther a chance to speak.

Speaking with Ruther:
Whether his cooperation is secured by music or magic, Ruther can provide a substantial amount of information. First read the following, then allow the PCs to ask questions as they wish. While Ruther is not lonely for his solitude here, he welcomes talk with others, so long as they seem peaceful and respectful of nature.

Read Aloud wrote:
The giant lowers his ocarina - this time not only from his lips, but sets it down in his lap. He gestures at the fire beside him, inviting you to sit. […] "Greetings, strangers to this mountain. I am Ruther, a basavan as you might have guessed, and a keeper to the Chavali River. You've come to this Temple of an ancient god, but you are not yourselves pilgrims, are you?"

What are you doing down here, playing music all alone?

"A serpent dwells within this mountain, venerable even by my reckoning. It has slumbered at the bottom of this cave for longer than I, or my father before me knew. And that is good, for its kind are filled with an insatiable hunger matched only by their indolence. It might have well slumbered forever if humans has not returned to this valley, but now its rest grows restless. Nothing good will come of that."

Why not just slay the serpent?

"The serpent's hunger and its immense strength are nothing to be punished for. To live is to eat, to eat is to kill. I will not slay it for abiding by this principle. I simply do not wish for others to suffer for a mistake they did not know they were making."

If the PCs can make a compelling argument on behalf of the valley's safety, Ruther can be convinced that the bolla should die with a DC 35 diplomacy check. This DC can be lowered by 10 if the PCs manage to make Ruther Helpful through magic or other means.

What do you know about this valley?

"This valley overlooks the first tributary of the Chavali River. An illusion hides this place, making the tributary's headwaters appear to come from much higher up in the mountain than it really does. This temple was abandoned long, long ago, but it resists the call of nature to erode and decay. Even its keeper, the Forester, supports this eternal stagnation. So it is. But nevertheless, it is within my territory, and I assure no harm comes to the river."

What do you know about the humans here?

"The humans here serve an ancient god that was worshipped in this place. A peacock god of many colors. They returned to the valley through the means of a ritual several years ago, and made peaceful contact with the Forester and the other keepers of the Temple. Now they serve another human, and more humans have come to the valley. You are the first that I have seen who do not appear to serve this god."

If the PCs manage to have a conversation with Ruthers, he'll end the conversation by offering this cave as a place to take shelter while the PCs here. He will also urge them to consider an approach other than violence in solving their disputes with the cult of the Peacock Spirit, if they discuss that with him.

Grand Lodge

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Book 4 Part 2: Cultists in the Clouds

Scaling the Grand Temple:
By its design, the Grand Temple isn’t particularly friendly to being ‘scaled up’ with greater numbers of enemies, so I struggled for quite some time to come up with a scheme of raising the difficulty of encounters for larger parties without simply increasing the level/CR of each individual creature. Here is my recommendation.

- 5 PCs: Inhabitants of the valley gain the benefits of any Peacock Shrines in adjacent maps, as well as those from an earlier part of the temple.

- 6 PCs: Inhabitants of the valley gain the benefits of all surface shrines, as well as those from an earlier part of the temple.

As this will effectively provide no benefit to maps K-O, more typical scaling measures will be employed there.

I will note at the start of each map which shrines will be expected to be active in each case at the start of the map section.

Map Change Suggestions:
There are three changes I’d make to the layout of the Grand Temple that are conveniently easy to implement with the maps we’re provided from the AP.

1. North of point J on the map includes a brush-hidden entrance to a deep cavern that clearly serves as the living space of a giant creature. A basavan can be found within, playing soothing music to prevent an ancient bolla’s restless slumber from being broken. The basavan has lived in this valley for the past several decades, and has managed to continue their life here without being detected by the Peacock Cult.

2. Following the spiral staircase behind the secret door in K5 leads to a landing 200 feet down, which splits into two separate stairs. One is labeled ‘Dungeons of Fiery Fury’ and the other is labeled ‘Vault of Crimson Longing’. The stairs leading down in both of these dungeons lead to the same landing, which then descends to the Refuge of Violet Vanity.

3. Ideally, I’d like a connection from the Peacock Lake to Map M, such that someone who swims to the bottom of the lake can enter either M4 or M9. It would need to be a permeable barrier concealed by the screen that covers the valley. I haven’t figured out a reasonable implementation yet, however.

B. The Cloister of Cerulean Languor

Shrines:
- 4 PCs: Blue (summoning exception)
- 5 PCs: Blue (summoning exception), Yellow (DR 10/-, energy resist 30 (all))
- 6 PCs: Blue (summoning exception), Yellow (DR 10/-, energy resist 30 (all)), Green (poison immunity, SR 26), Indigo (fast healing 10)

B1. Arrival Chamber (CR 12)
No changes to this trap

B2. Guard Post (CR 13)
No changes to this encounter, except to the Medusa Archers (30 hp per PC)

B3. Cyan Pools
Treasure Changes:
- 4 or 5 PCs: lesser blissful metamagic rod
- 6 PCs: normal blissful metamagic rod

C. Glorious Approach (CR 15)

Shrines:

- 4 PCs: Blue (summoning exception)
- 5 PCs: Blue (summoning exception), Yellow (DR 10/-, energy resist 30 (all))
- 6 PCs: Blue (summoning exception), Yellow (DR 10/-, energy resist 30 (all)), Green (poison immunity, SR 26), Indigo (fast healing 10)

C2. Guard Towers
No changes to this encounter, except to the Medusa Archers (30hp per PC)

C5. Jailer’s Quarters
- 1 Advanced Japalisura Asura (160hp)
- 1 Advanced Japalisura Asura (200hp), who always successfully summons 1 adhukait jailer
- 1 Advanced Japalisura Asura (200hp) who always successfully summons 2 adhukait jailers

Treasure changes
- 5 or 6 PCs: The Japalisura jailer has 20 +1 limning arrows

E. Garrison of Golden Greed

Shrines:

- 4 PCs: Yellow (DR 10/-, energy resist 30 (all))
- 5 PCs: Yellow (DR 10/-, energy resist 30 (all)), Green (poison immunity, SR 26)
- 6 PCs: Yellow (DR 10/-, energy resist 30 (all)), Green (poison immunity, SR 26), Indigo (fast healing 10)

Garrison HP Scaling:

Wereboar Barbarians
- 4 PCs: 120 hp
- 5 PCs: 130 hp
- 6 PCs: 150 hp

Karrigan Patch
- 4 PCs: 140 hp
- 5 PCs: 160 hp
- 6 PCs: 200 hp

Hobgoblin Warrior
- 4 PCs: 85 hp
- 5 PCs: 100 hp
- 6 PCs: 120hp

Hobgoblin Bombardier
- 4 PCs: 70 hp
- 5 PCs: 80 hp
- 6 PCs: 100 hp

Old Haanshu
- 4 PCs: 190 hp
- 5 PCs: 210 hp
- 6 PCs: 240 hp

E3. Garbage Room (CR 10)
2 Wereboar Barbarians in this room

E5. Sparring Room (CR 11)
3 Wereboar Barbarians in this room

E6. Kitchen (CR 8)
No changes to this encounter

E7. Karrigan’s Den (CR 12)
No changes to this encounter, except to Karrigan Patch

Treasure changes:
- 5 or 6 PCs: Karrigan’s chest includes a torc of lionheart fury

E9. Commissary (CR 9)
- 2 Hobgoblin Warriors in this room

E10. Storage (CR 11)
- Increase the trap’s Reflex save DCs by +2

E11. Alchemy Lab (CR 9)
No changes to this encounter

Treasure change (ABP):
- 4 PCs: Replace the bracers of sworn vengeance with bloodstained gloves

E12. Barracks (CR 11 or 12)
- 4 or 6 Hobgoblin Warriors in this room

E13. Old Haanshu’s Lair (CR 12)
- No changes to this encounter, except to Old Haanshu

Treasure changes (ABP)
- 4 or 5 PCs: Remove the stone golem tome
- 6 PCs: Replace the stone golem tome with a codex of conversations

F. Flourishing Grove (CR 13)

Shrines:

- 4 PCs: No shrine benefits
- 5 PCs: Green (poison immunity, SR 26)
- 6 PCs: Green (poison immunity, SR 26), Indigo (fast healing 10)

Encounter
- 4 PCs: The Forester (200hp) and 2 Animated Trees (120hp)
- 5 PCs The Forester (250hp) and 2 Animated Trees (150hp)
- 6 PCs: The Forester (300hp), 2 Animated Trees (150hp), and 2 Animated Leaves (60hp)

Note: The animated trees and leaves are not considered residents of the valley, and thus do not benefit from the shrines’ blessings.

G. Jade Guardians of Jealousy (CR 14 and CR 12)

Shrines:

4 PCs: Green (poison immunity, SR 26)
5 or 6 PCs: Green (poison immunity, SR 26), Indigo (fast healing 10)

Encounter
4 PCs: 1 Shining Child (150hp) and 2 Blood Brambles (120hp)
5 PCs: 2 Shining Children (150hp) and 1 Blood Bramble (120hp)
6 PCs: 2 Shining Children (170hp) and 2 Blood Brambles (140hp)

Note: I’d recommend swapping out the shining children’s Ability Focus (blinding aura) feat for Combat Casting. Two free action DC 25 Fort saves or permanent blind is likely to be beyond your party’s capabilities to deal with at this level.

Trap
- No changes to this trap

H. Peacock Lake (CR 13)

Shrines:

4 PCs: no shrine benefits
5 or 6 PCs: (poison immunity, SR 26), Indigo (fast healing 10)

Encounter
- Mother of Oblivion has 45hp per PC, but no other changes to this encounter
- If you are running a gestalt, mythic, or other high-power game, swap the Mother of Oblivion stat block for the Black Magga stat block, giving her 75hp per PC.

Treasure changes (ABP)
- 250gp per PC
- 130pp per PC
- 4 PCs: +1 keen longsword, breastplate of vanishing, +1 undead-bane kukri, lens of detection, iridescent spindle ioun stone
- 5 PCs: arrow slicer, breastplate of vanishing, +1 undead-bane kukri, lens of detection, iridescent spindle ioun stone
- 6 PCs: arrow slicer, breastplate of vanishing, +1 undead-bane kukri, lens of detection, boots of elvenkind, iridescent spindle ioun stone, minor ring of energy resistance (electricity)

Once your party either Deactivates 3 Peacock Shrines or Enters the Grand Temple, they level up to 13!

Grand Lodge

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Book 4 Part 1: Time And Again

Event 1: Dragon Displaced
- No changes to this event, nor to Ninuron’s stats

A. The Therassic Library

A2. Lecture Hall (CR 14+)
- 4 PCs: 1 Time Dimensional
- 5 PCs: 1 Time Dimensional and 1 Time Flayer
- 6 PCs: 1 Time Dimensional and 2 Time Flayers

Note: The Time Flayers in this room are under a similar veil effect as the Time Dimensional, themselves as scholars of Thassilon. If the Steward of Stethelos protects the PCs from a lethal blow from any enemies in this battle, all of them are banished.

A4. Hallway (CR 11)
No changes to this trap

A7. Unfinished Cauldron
- No changes to this trap

A8. Impossible Room
Hazard: Malfunctioning mass reduce person trap changes
- Nauseating effect occurs after only 2 rounds spent in the room
- Nauseating effect only lasts as long as the creature remains in the room, plus an additional 1d4+1 rounds.

Note: The changes to this hazard are intended to make the hazard a meaningful potential hazard, or potential tool, in the upcoming Event 2. It also aims to avoid completely neutralizing a PC from that encounter or the encounter in the library should they fail their saving throw.

A9. Library (CR 13+)
- 4 PCs: 1 Clockwork Assassin (200hp)
- 5 PCs: 2 Clockwork Assassins (120hp each)
- 6 PCs: 2 Clockwork Assassins (160hp each)

Event 2: Removing the Distortions (CR 12)
- 4 PCs: 1 Advanced Hound of Tindalos per round for 6 rounds
- 5 PCs: 1 Advanced Hound of Tindalos per round for 6 rounds (2 on rounds 2 and 5)
- 6 PCs: 1 Advanced Hound of Tindalos per round for 6 rounds (2 on rounds 2, 4, and 6)

Note 1: The number of Hounds of Tindalos have been increased to account for the reduced threat of them entering at a staggered pace. As a result, the CR remains the same across all iterations.

Note 2: I recommend limiting the effect of teleportation effects such as dimension door once the party has acquired the Book of Serpents, Ashes, and Acorns, with such effects failing in the library, and requiring a DC 26 CL check in other rooms. A failed check results in the PC appearing at a random room in the dungeon - roll 1d8, with each number corresponding to its map label.

Event 3: Research
- No changes to this event

Treasure Changes, Ninuron's Hoard (ABP):
- 30,000cp per PC
- 13,000sp per PC
- 3,500gp per PC
- 225pp per PC
- Art objects worth 1,200gp per PC
- Gems worth 1,500gp per PC

- 4 PCs: +2 towershield, +1 corrosive warhammer, +1 seeking heavy crossbow, deck of illusions, tremor boots
- 5 PCs: +2 towershield, +1 corrosive warhammer, mage’s crossbow, deck of illusions, tremor boots
- 6 PCs: +3 towershield, +1 corrosive warhammer, mage’s crossbow, deck of illusions, tremor boots, southern star ioun stone

Once the PCs have repaired the temporal fracture, they level up to level 12!

Grand Lodge

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Wow Ragna, that layout turned out excellent. I feel sad that I'm too far along now to probably need that map myself, but I'm sure plenty of people would love a revised version of it with such nice layers.

Grand Lodge

Awesome work Gnutten, and congratulations on making it to the final stages with your party! Best of luck with your finale, and thank you for finishing out this guide in its original style.

Grand Lodge

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As you may have noticed from reading this guide, I am running this campaign for a set of gestalt PCs. When it comes to high-point-buy, mythic, or gestalt characters, increasing CR by adding mooks, as is typical advice, doesn’t quite cut it, as even powerful creatures can be easily overwhelmed or defended against thanks to high PC statistics. As a result, for my own game, I am adding ‘boss mechanics’ to certain encounters, including Zutha. These are largely homebrewed and inspired by my experience in other TTRPGs such as Pokemon Tabletop United, ICON, and D&D 4e. I’m including this section in my guide less as a recommendation for how to run your game, and more as a matter of sharing the work I’ve done to accommodate my own party.

Here is a summary of the mechanics I’ve incorporated for “BOSS: Zutha Reborn”

Scaling:
Zutha HP Scaling (BOSS Variant)
- 25 hp/phase per regular PC
- 40 hp/phase per gestalt PC
Example: Against a party of 3 gestalt PCs, Zutha’s first phase has 135 hp (120 + false life), and his second phase has 144 hp (120 + greater false life).

Phases:
Phase 0 - For the first turn after Zutha begins to manifest, he is invulnerable to all damage and cannot be afflicted with any status effects. It is during this turn that his automatic spells (fly, false life, greater magic weapon, mage armor) activate. This turn is not counted against the 1 minute time limit.

Phase 1 - Zutha casts spells and wields his scythe exactly as outlined in his stat block in the NPC Gallery. Once his HP is depleted, his phase changes and his initiative changes to act next. Any additional damage after the fatal blow carries over into Phase 2.

Phase 2 - Zutha cleanses all status effects and dispels all ongoing spells, including beneficial ones. Then, his automatic spells are cast again, though greater magic weapon is eliminated and false life is replaced with greater false life. Zutha discards his scythe and gains the Zutha’s Fragment (Gestalt) stat block. Any spells already cast remain used.

Dual Initiative:
Zutha’s Fragment gains the Dual Initiative mythic trait. However, what he can do on each individual initiative is limited.

First Initiative (Phase 1): Zutha has a full set of actions (standard, move, swift), and must use his standard action to cast a spell or activate a special ability. This follows his stated tactics as the book.
Second Initiative (Phase 1): Zutha only has a standard action, which he cannot use to cast a spell. Instead, he may only perform an attack, or activate one of his Boss Abilities (detailed below).

First Initiative (Phase 2): Zutha has a full set of actions (standard, move, swift), preferring to attack or grapple enemies in melee, or use damaging spells if he cannot.
Second Initiative (Phase 2): Zutha only has a standard action, which he cannot use to perform a melee attack. He can only cast a spell or activate a special ability.

Boss Abilities:
Boss abilities are unique standard actions that can only be used during Zutha’s second initiative, and are phase-specific. Only one Boss Ability can be used in a given round, and he cannot use the same Boss Ability in two consecutive rounds (except for Summon, which has a maximum allowance for the fight provided on Page 1).

Scythe Sweep [Su] (Phase 1): As a standard action, Zutha imbues his scythe with violet flame and sweeps it in front of him, dealing 8d6 negative energy damage in a 20’ line (DC 23 Reflex save to half). This line can begin in any square adjacent to him and continue in any direction, although it cannot pass through him. This negative energy can only harm the living, it cannot heal undead.

Lifehunt Scythe [Su] (Phase 1): As a standard action, Zutha makes a melee touch attack with his scythe, tearing through his enemy’s life essence. The attack deals 12d6 slashing damage (DC 23 Fort to half) and grants Zutha temporary hit points equal to half the damage dealt. These temporary hit points do not stack with those from false life, and have a duration of 1 minute.

Summon [Sp] (Phase 1 or 2): As a standard action, Zutha commands the restless dead of Xin to rise within 60 feet. At the end of the turn, a mass of undead arrives or is animated as a Bonestorm, Lacedon Horde, or Bloody Skeletal Sea Serpent. The undead are under Zutha’s control as per control undead. The maximum number of each type Zutha can summon in this encounter is provided in the encounter changes on Page 1.

Shackles of Pain [Sp] (Phase 2): As a standard action, Zutha wraps a chain around a target within 30’, binding them to him (DC 23 Will negates). For one round, any hit point damage Zutha takes is also taken by the target. In addition, the target cannot move more than 30’ from Zutha without making an opposed Strength check; if they succeed at the check, the effect is ended. This is a necromancy, force, pain effect.

Deathblow [Ex] (Phase 2): As a standard action, Zutha can strike an adjacent helpless creature with such ferocity it tears through armor and flesh alike. This attack deals 6d6+24 bludgeoning damage; if the target is reduced to -1 or fewer hit points, they must save or have their heart ripped out (Fort DC 23 negates). At the start of Zutha’s next turn, the target dies unless they have been targeted with a regenerate spell or equivalent effect.

Variant Tactics:
Turn 0: Zutha’s automatic spells activate as he manifests, but he takes no other actions.

Turn 1
- Zutha casts quickened displacement before flying out of reach of his opponents, and then finger of death on the primary caster of the runewaking ritual.
- Zutha uses his Summon boss ability to summon a Bonestorm between him and PCs on the ground.

Turn 2
- Zutha casts quickened mirror image, then finger of death on the character that posed the greatest threat to him last round.
- Zutha uses his Scythe Sweep boss ability to threaten enemies who have pursued him into the air.

Turn 3
- Zutha casts quickened blindness/deafness on a ranged attacker or spellcaster, followed by disintegrate against the same target. He prioritized damage dealers (like archers, gunslingers, or evokers) over support casters.
- Zutha uses his Summon boss ability to summon a Lacedon Horde, again focusing on ranged attackers before melee threats.

Turn 4
- If Zutha can’t achieve aerial supremacy due to ranged attacks or group flight, he’ll return to the ground to cast wall of brine, separating him from anyone remaining on the ground. If remaining in the air is effective, he’ll target grounded opponents with empowered fireball while gaining more height.
- Zutha will use his Lifehunt Scythe boss ability on any targets that have pursued him into the air, or activate his Lifesight if no one has.

Turns 5+

- On subsequent turns, Zutha will identify whoever has been his greatest threat so far and begin to focus them down with his remaining resources, such as a second quickened blindness/deafness, cone of cold, and empowered scorching ray. He’ll continue to alternate between scythe attacks and summons in phase 1 until he has summoned all the undead he can control.

- In Phase 2, Zutha will instead try to eliminate his greatest threat through grapples, using a Greater Grapple -> Savage Slam -> Vicious Stomp combo to slow down their offense and gain the upper hand. He’ll use his spell actions to dissuade intervention through spells like black tentacles, telekinesis, and create pit while he defeats what he perceives as the greatest threat. As a lich, he believes he will return from the dead if killed, but that opponents he defeats now are unlikely to have the same luxury.

I ran this variant combat with both of my (gesalt) parties and had a pretty great time with it. Zutha's abilities were consistently threatening, and he didn't immediately fold to their extremely aggressive tactics. Both me and my players were happy enough with it that I felt it was time to post it.

Grand Lodge

quibblemuch wrote:

Yes, but that same sidebar says that if all seven Peacock Shrines are deactivated, the dimensional lock effect ends. I could've been clearer, I guess, I just assumed that once they deactivate 'violet', it being the last shrine, they've probably already deactivated the others.

The blue shrine doesn't have anything to do with it, except being one of the seven that must all be deactivated to end the effect.

Yeah, my bad, I was reading what you said too narrowly and thought there was a mix-up that just wasn't happening.

Grand Lodge

JoelF847 wrote:

Am I missing something with Alaznist's stat block? One of her mythic path abilities is eldritch breach, which lets her roll twice and take the best for caster level checks for things like dispel magic, etc. However, she has no spells prepared which use those mechanics, and abjuration is one of her opposed schools so she can't even easily use those spells if she wanted.

Yes, it does help on penetrating SR as well, but with a caster level of 21 and spell penetration, she's already at +23 and automatically beats SR 24 therefore. Against PCs or other class level based foes, that's generally enough for anything except the spell resistance spell. Not sure I'd choose that without having dispel magic on hand, but I guess it's some benefit. Thinking of swapping it out for something else though.

I think this is a simple case of "this is definitely something Alaznist, an evoker, would want in her build", even if it is unlikely to be a huge help against the PCs. She's a high-level caster relying on offensive magic that fails to SR - of course she'd spec into options that would help her beat it. And, as you point out, even the meager 5th level abjuration spell resistance would be enough to warrant the extra security.

But yeah, it seems like a decent pick for something to swap out if you need to give her more relevant abilities for your specific party.

Grand Lodge

quibblemuch wrote:

I didn't see anyone answer this, so here's what I'm planning:

The Peacock Shrine that has the 'violet' ray effect explicitly exempts itself from the dimensional anchor on the valley. So I'm saying Xanderghul's prismatic spray violet part works the same as the corresponding Shrine.

Also, if the PCs have disabled that shrine, then the dimensional lock is disabled and that means there isn't even a question.

Also: I'm grateful my players haven't watched Better Off Ted. Because... Viridian Dynamics, amiright?

Just one point of clarification - the Blue peacock shrine exempts the inhabitants of the valley from the dimensional lock for the purposes of summoning and calling effects. Disabling the blue peacock shrine does not disable the dimensional lock. The PCs have no ability to interface with the dimensional lock which cloaks the entire region. This is detailed on pg. 14, in the sidebar "Temple Wards", and the summoning exception rule is detailed under the blue peacock shrine on pg. 13.

Grand Lodge

nukamok wrote:
I bought the Roll20 version of this book, and it seems that the trap/haunt descriptions have been omitted. E.g. in room E8, it describes what will set off the trap, but not what the trap actually does. Is this a Roll20 omission, or were the descriptions left out of the original book?

Hey there Nuka. The original publications for Return (Books 1-3) have a number of errors and omissions, traps and haunts being foremost among them. These books are to be remastered by the end of Q2 2024, so they should be out soon. You can either add those details back in via copy-paste editing (which is what I did), or get your modules updated once the remaster drops.

Grand Lodge

nordsturmking wrote:
Is there a pdf or document of some form with all the notes for books 1-6?

There is not. I think it would be a fairly worthwhile project, as I believe this thread still sees some decent use and that would be easier to share, but as far as I'm aware, all three of its contributors (Joey, Gnutten, and myself) have moved on from Rise and don't have plans to create such a document.

Grand Lodge

An Immortal Lychee wrote:
Is it assumed that Erigantus has studied the Bome Grimoire for its Int bonus, or is that open to the timeline? My PCs took long enough that he could have had a week to get the extra bonus, which will up his Save DCs…

Wrong thread, but no, that isn't explicitly confirmed anywhere and his stat array doesn't support the idea that he has the bonuses.

Grand Lodge

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Hey K. Catgirl! Love this first look at the tweaks you're making. I tweaked, revised, and rewrote large chunks of this adventure as well and frequently look back at what could have been done to make a smoother and more enjoyable adventure overall. Like you, I was running a game almost entirely for sapphic players and felt inclined to swap around character genders to decrease repetition (only so many 'Manipulative Woman Controls Man Through Love and Sex' and 'Man Obsessed with Control kills Wife/Consort' narratives you can take in a single adventure) and make the NPCs more interesting for my players.

I'll be keeping an eye on other tweaks you put forward, as I think your outline for the goblin tribes and Mama Graul are excellent changes that keep the adventure intact while making it more palatable for your players (I hadn't figured out how to salvage Graul at all and scrapped the whole section, which was not in the pacing's best interests!).

Cordelia Vianu is another DM doing similar reworks posting in the "This time will be different" thread I see you're already following - they're my current DM. Here's to a hopeful next couple of years while you two run this adventure!

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The details you added - the shrubbery, kitchen, and study hall in particular - look great. I'm colorblind so I can't really say how it all came together, but to me these look like big steps up from the book maps.

Great work!

Grand Lodge

Hey there Kevin. Took another look at these and the various stat blocks I had for the siege. Honestly I think I'd forgotten about the requirements as I'd started slapping that on most nonbasic giants throughout books 4-6. Given on second review I can see I was using my in-house version of the fighter and that I didn't even assign skill ranks, this Doach is probably more trouble than it's worth.

If you want to just make a swap on the feat though, just swap Will of Giants for Iron Will. Additionally, if you're using ABP, bump up his Wisdom, then swap Step Up for Will of Giants to get him back where he's supposed to be.

Grand Lodge

As far as I've seen in reviewing all the official materials about Sorshen (I haven't combed through statements from James Jacobs or anything about this), we don't have an official answer on this. However, the two other Runelords who used runewells to survive Earthfall specifically did not experience the passage of the past 10,000 years, as their runewells sort of ... phased them out of existence? The specifics aren't clear, but they certainly weren't conscious.

That said, I personally ran it that Sorshen was conscious, intent on not awakening disoriented or otherwise on the back foot against her rivals. Sure, she'd have to survive 100, maybe 200 years like that, but she'd already lived for 1,100 years, she'd be able to survive.

And then 10,000 years passed. And there was no chance she left that runewell the same person she was.

My take on Sorshen is someone who has become so detached from her desires that she'd be unrecognizable as who she was, but there are core parts of her identity that remain intact: she wants to live, and she wants to rule. Thus the plan for New Thassilon went from her once-upon-a-time strategy to conquer the region, to establishing a nation of those who would willingly choose her as their immortal Lord.

I think she works either way you rule it, and the stasis version is more likely when compared to the other Runelords. I just like the horror implied by my version, that's all.

Grand Lodge

I'm glad you're on the same track! I've also been planning to end our Runelord careers with a final battle against Mhar, especially given some of my players have been obsessed with the idea of using the Leng Device since they first found out about it.

CR specifics:
I think you're on the right track: 4 Lv. 20 MR 3 PCs will be CR 25 when combined. Sorshen herself is CR 27, putting the party + Sorshen at CR 28, making Mhar a lethal (APL + 4) encounter. If you beef up the party's side a little with help from Belimarius and others, you'll be able to throw in some Moon-Beast Clerics or other mooks to keep it from just being a fight of wailing on the big guy.

Grand Lodge

Hey there faust, I can provide a little context and info here for you as I'm pretty familiar with this thread and the underlying math for PF1e

The Context:
1. Every increase in CR is an approximate 50% increase in XP gained per challenge/creature: CR 1s are worth 400xp and CR 2s are worth 600xp. Increases in party size follow the same scaling formula, with each PC being treated as a creature with CR = their level, so a level 1 PC is worth 400xp, and level 2 is worth 600xp, and so forth. As such, (6) level 1 PCs are 1 CR higher than (4) level 1 PCs, and thus their effective APL is APL + 1. You can find all of the info on how this scaling logic works in the original GM's Guide to Creating Challenging Encounters Joey linked back on page 1. This is also the explicit logic recommended by the Gamemastering page: 4 PCs use APL calculations, and 6 PCs use APL+1. We can use the underlying math to say that 5 PCs have an xp budget of 125% of what 4 PCs would have.

2. In his very first post, Joey mentions the following, and this guide really means it:

Joey Virtue wrote:
I am also a big believer in not wasting time with encounters the PCs will just walk through so most time I will make the minimum Encounter Level plus 1 on the charts from the PDF.

Every encounter will have a minimum CR of APL + 1, and encounters for 6 PCs will have a minimum CR of APL + 2. Joey's PCs were also ridiculously overstatted so you'll find a lot of these encounters further bumped up to CR +2/3 - lethal encounters are APL + 5 as a result instead of APL + 4.

For similar reasons, you'll find that encounters that happen in isolation (like the boar hunt) are even more inflated than the rest of these, as the party can reasonably blow whatever resources they feel like on them. For similar reasons, my encounters in Xin-Shalast (an APL 16 area) range from like CR 19-21.

3. Most of these AP dungeons, for better or worse, are constructed with the idea that the party will make multiple forays into them; that's why they have replenishment rates and different levels that fail to communicate with each other. Thus, the CR = APL = 25% of a party's resources guideline is only loosely useful for evaluating any given part of a book, even after the adjustments you're making if you follow along with this guide.

4. There are definitely parts of this thread with overtuned encounters, and if you read the thread you'll find some reporting on that. One of the most notable is the Shadow Clock trap, where the trap damage was drastically increased - to an unacceptable level if your PCs don't have crazy stats. Don't take any of these stat blocks without verifying them for your party first! These are ideas if you need to beef up a particular section more than they are a fully cohesive, balanced guide!

5. You'll find as you go deeper into the guide that Joey's stat blocks get into some even more high-power stuff with the intention of giving his PCs some boons to balance it out - I think mythic tiers were on the table? But when you get to Gnutten and my's versions if things you'll see we pull back a bit because we didn't go for quite that high-power of an adventure. (I had a large party with good stats, but not as good of stats and no special boons after the fact. I think Gnutten ended up in a similar spot but didn't use ABP like I did).

Overall, do use these stat blocks cautiously, and come talk to us on the Discord if you need any help tweaking things for your particular game, but I recommend a ton of the stat blocks and changes Joey suggests in this thread.

Grand Lodge

kevin_video wrote:
Guessing Father Diosenia isn't normally part of the adventure path and just a name that was added.

I added a large number of characters to Book 6 to flesh out various locations. Just from the ones I included for the guide: Warden of Song, Warden of Wind, and the major lamia Diosenia, Yerra, Yolanda, and Eerymis [Part 4]; Dear Grandmother (Baba Yaga) [Part 5]; Isis, Ceoptra's Attendant and Asuriel, the Heretic [Part 6]; Grand Polemarch Graithog, Greedplated Brass Golem, and the Dragonslayer Giants [Part 7].

Diosenia's definitely got the largest story implications if included, as they're a leader of Xin-Shalast's lamia aligned with Lamashtu but not with Karzoug. Mostly there for people who wanted to keep the Lamashtu through-line strong, and to provide a specific target for the Priestesses of Lamashtu's sending spells in Book 4. Elsewhere on the forums I've been an enthusiastic lore crafter for the lamia and fleshed them out greatly in my game, so it seemed worthwhile to clean up their stat blocks and share them. Notes on how to use them in your game are included within their PDFs.

If you're interested in my expanded lamia lore and my textual justifications for it, you can find that info in the Spires of Xin Shalast thread. It also gives a summary of all of the original lamia I added.

Grand Lodge

Ah, understood. If you or anyone else is looking for the stats/story on Father Diosenia, you can find it in the Book 6 Part 4 Google drive under 'High Priest Diosenia.' They're a fiendish lamia who has used a special demon mother's mask in order to be able to impregnate other lamia (and other creatures, as appropriate).

Grand Lodge

Hi there Unorthodox Redeemer. This is an interesting situation! I'd like to provide my thoughts but I'm headed to bed and it'll need a little time to percolate. Just thought I'd give you a heads-up that someone has read this and is planning to respond.

My most off-the-cuff suggestion is that the wights could be accepted by secret, serving to keep people away from Foxglove Manor without killing them. However, if their existence becomes public, the town's officials (Mayor Deverin, namely), will have no choice but to cooperate with the church of Pharasma to have them destroyed. Harboring undead is a big no-no.

Grand Lodge

Awesome stuff Gnutten! It's awesome for me to see some of my ideas and characters put into a more useable format, and I think a number of these are just solid improvements over anything I made on top of fitting the format of Joey's guide better. I'm really looking forward to your take on the Pinnacle of Avarice!

I just want to make sure: was Father Diosenia here purposefully changed into an Advanced Hungerer, or was that a copy-paste error? I suspect the latter given I see a sihedron ring on their stat block, which on top of the creature type change suggests it's a totally different character.

Grand Lodge

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KoolKobold wrote:
anyone got a backup or update for these? they all lead to dead links.

I took a couple of those ideas and made a few of my own for a Siege of Magnimar scenario. Not as clean as my sheets for Xin-Shalast or anything but feel free to make any use of them that you can.

Giant Leaders stat blocks

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Great work vornn and Ziday! Someday soon it looks like we might be able to put together a library of maps, which would be an incredible boon for future DMs! The maps of Return are often extremely bare-bones (not to mention weirdly aligned), so I think this could really help DMs interested in this campaign.

And vornn, wow! You went above and beyond with Roderic's Wreck. Almost makes me sad for anyone who isn't running their game via VTT.

Grand Lodge

... yeah please ignore the last sentence of that post, I have no idea what I was thinking. Barkskin caps at +5, which he already has. Khalib's AC is capping at 41.

Grand Lodge

(I've run Rise once before)

I think Bellona's advice about how to get players into the Catacombs is a sound one - tunnels beneath the town can pose a significant threat, and that threat is greatly multiplied if local goblins have figured out how to get into them. If you're wanting to stick just to Rise, just ask them to identify the external entrance (how the goblins got in) and any other clear hazards. If you're wanting to use material from Sandpoint Campaign Setting Guide: Light of the Lost Coast, I'd recommend having Kendra or the city council commission the party to fully chart the Smuggler's tunnels, as well as try to discover how and when these tunnels were created in the first place.

However you run Tsuto, it's pretty imperative that they learn from him and/or his journal that he's working for Nualia who is currently at Thistletop. I do really wish the Catacombs could more effectively deliver this so it would have a more important connection to the rest of the adventure, but without too much adaptation on your part, that's Tsuto's job.

As for the Runewell: while my party learned what it did from Nualia's journal in Part 4, they didn't discover the method of destroying it until Book 4, when they got access to legend lore. People might have other ways of handling this, but most of my campaigns tend to become a lot more contextualized once legend lore comes online and allows people to start identifying any artifacts or ancient structures they've encountered. I don't allow essentially anything but legend lore, vision, or wish to provide that sort of information.

As for the lore... I did a lot for that. I recommend stopping by the Discord if you want to hear the various things DMs have done with that, but my angle largely involved the temporally displaced lamia of the campaign (Xanesha, Lucrecia, and Ceoptra, as well as my original creations) as well as a second Lamashtu faction opposed to Karzoug (who were more informed of the aftermath of the Thassilonian empire than its actual history, and included contemporary inhabitants of Xin-Shalast as well as a local witch coven). I also expanded on the Hellfire Flume quite a bit.

Grand Lodge

Great work Gnutten! I really like the Old Big Nasty Frost Worm, it looks like quite the menace!

I'm extremely late to answer the questions posed above (don't know how I missed them for so many months), but here's some quick answers should anyone else be wondering.

Jayman91 wrote:
Sorry for the confusion here. You have down Isis and Ceoptra’s attendant down in the Most High Ceoptra fight. Where are we able to find those stat blocks?

Any creatures I mention can be found by clicking the links at the top of each post, which lead to my Statblocks Google Drive. 'Isis, Ceoptra's Attendant' is a jotunblood cloud giant bard (template) I added to add a second major threat and to buff all of the melee fighters in the room.

zSsl wrote:

I have 2 questions though, as I like to make sure things are kosher rules wise as I look over them. I like idea of Dear Grandma's shop but how is she selling potions of up to 8th level? I'm worried that super easy access to the spells and buffs she has as potions (mindblank, legendary proportions etc) might make some stuff too easy.

The other is about Khalib's stat block. His AC is listed as 43 when he's all buffed out it's listed that he has +17 natural armor, +7 from ironskin, +8 from FotD III = +15. Is there an ability or something I'm not seeing? My parties attack bonuses start to hit a wall around the 42+ range and I don't want to stonewall them if I can't account for the stats.

Regarding Dear Grandma's shop: Dear Grandma, as I may have mentioned earlier up in the thread, is Baba Yaga (witch 20 / archmage 10) who has some unique abilities when it comes to item crafting - Return of the Runelords Book 6 specifically mentions that she sells potions higher than 3rd level. This is of course a pretty silly thing to add to the game, but my players really liked it, and I felt happy to let them offload their lategame loot for some consumables that would make them feel more confident about going into the endgame. The only potion listed I actually regret including is the CL 20 spell resistance, which was enough to make Karzoug fail 2-3 spell penetration checks (wish and imprisonment, at the very least). Even just CL 17 probably would have been fine.

Regarding Khalib: I believe this is just a pair of straight-up errors on my part. Firstly, wizards don't have ironskin on their spell lists - all the lamia matriarch spell lists I'd been putting together made me forget that. So his enhancement bonus to natural armor should be a mere +5, rather than +7. In addition, I believe I failed to update his natural armor after swapping him from the feat Scale and Skin (increasing his natural armor while under a transmutation by 2) to Defensive Combat Training (increasing his CMD by 9). For a kosher Khalib, you'll have to reduce his natural armor by 4, or reduce his natural armor by 2 and his CMD by 9. If you use Elephant in the Room rules, just reduce his natural armor by 2, as you won't need Power Attack. A Warden of Wind could always cast barkskin on him to get him back up to a +7 enhancement bonus if you want to keep the 43.

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Keep up the great work you two! A library of community maps would be a huge boon for this AP and its VTT support.

Grand Lodge

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Book 3 Part 5: Death Rising

I'll be making two posts on this short section. The first is just a standard scaling suggestion like I do for (almost) every fight. The second will be a variant version of the fight using some homebrewed mechanics specifically for gestalt/powerful parties. You can find the current version of the fight (not yet tested by my party) in the Drive above. I'll upload that version once I've had a chance to test it.

Zutha Reborn (CR 14)
- 4 PCs: Zutha’s Fragment
- 5 PCs: Zutha’s Fragment, 1 Bonestorm, and 1 Lacedon Horde
- 6 PCs: Zutha’s Fragment, 2 Bonestorms, 1 Lacedon Horde, and 1 Bloody Skeletal Sea Serpent

Note: These undead are drawn by Zutha's necromantic power and are under his control as per control undead. This control can be contested or dispelled as normal. 1 arrives at the end of each round until every allotted creature has been added to the combat.

Zutha HP Scaling (Single Stat-block)
- 50hp per regular PC
- 75hp per gestalt PC
- Example: Against a party of 5 regular PCs, Zutha begins with 265 hp (250 + false life)

Once your party has defeated Runelord Zutha, they do not reach level 12! There's a discrepancy between Books 3 and 4 in saying when the party should reach level 12, and I will be making this guide assuming a Level 11 party for Book 4 Part 1.

In addition, Alaznist's damage to the timestream means that they now roll twice and take the worse result on all Kn: History checks, and everyone has forgotten the names of the Sihedron Heroes.

Grand Lodge

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Book 3 Part 4: The Sundered Seal

D3. False Shrine (CR 12)
- 4 PCs: Woaerym
- 5 PCs: Woaerym (max hp: 191)
- 6 PCS:

D3a. Quadrille Controls (CR 10)
- 4 PCs: Clay Golem
- 5 PCs: Clay Golem (max hp: 160)
- 6 PCs: Clay Golem [Panthereon]

Panthereon:
PFSRD wrote:
Panthereons are cat-headed clay golems which were once built to act as mighty guardians. To create a Panthereon, modify a clay golem as follows: CR 11, add bite +19 (4d6+7 plus cursed wound), speed 30 ft., add Improved Initiative as a bonus feat, change initiative modifier to +3.

This particular Panthereon has a stag head with a gore attack, rather than a cat with a bite.

D4. Quadrille (CR 11)
No changes to these traps

D5. Hexward Guard (CR 11)
- 4 PCs: 1 Baykok and 2 Reborn Brothers
- 5 PCs: 1 Baykoks and 3 Reborn Brother
- 6 PCs: 2 Baykoks and 2 Reborn Brothers

D7. Eastern Stairs (CR 10)
- No changes to this trap

D10. Monk Cells (CR 11)
- 4 PCs: 1 Reborn Brother per PC
- 5 PCs: 1 Reborn Brother per PC and 1 Baykok
- 6 PCs: 1 Reborn Brother per PC

D11. Collapsed Library (CR 11)
- No changes to this encounter

ABP Treasure changes:
Yssyr’s formula book is worth 1,000gp
- 4 PCs: Remove the book of the loremaster
- 5 PCs: Keep the book of the loremaster
- 6 PCs: Keep the book of the loremaster

Note: For a four-person team, you could remove Ysyyr’s magical weapons and armor, as well as his poison, thus rendering him a non-combatant. If you do, keep the book of the loremaster as a hidden item.

D12. Chapter Hall (CR 12)
- No changes except to Erigantus

ABP Treasure Changes:
The lectern is worth 650gp, weighs 50lb. Erigantus’s spellbook is worth 3,500gp.
- 4 PCs: Remove the lyre of building
- 5 PCs: Remove the lyre of building, add a scroll of greater restoration
- 6 PCs: Keep the lyre of building, add a scroll of greater restoration and a metamagic gem (empowering topaz)

D13. The Sundered Seal (CR 0 or 11)
- 6 PCs: 1 Nightwinder Nightshade

Battle in the Shrine:
The battle above and within the shrine can get quite complicated: the monks from D10, Erigantus and his totenmaskes from D12, Woaerym if she has retreated, and potentially even Ysyyr if the party opens doors carelessly or botches a stealthy infiltration. Before I outline scaling, I want to state some assumptions I’m making when tuning the difficulty - if you want to handle things differently, I suggest making small adjustments to balance the difficulty.

Assumption 1: Woaerym will flee rather than fight - once she knows the party has made it as far as the Overshrine, she will dimension door to D1 and flee Kaer Maga.

Assumption 2: The party is unlikely to encounter Yssyr as part of the large fight - he will not be scaled for party size nor included in XP calculations.

Assumption 3: The party will deal with these encounters at a staggered rate, neither all at once nor as completely separate encounters.

I’m setting the entire encounter CR at 14 based on that, and suggesting changes aiming at that CR for larger or more powerful parties.

Battle in the Shrine (CR 14)
- 4 PCs: Erigantus, 2 Totenmaskes, and 4 Reborn Brothers
- 5 PCs: Erigantus, 2 Totenmaskes, 5 Reborn Brothers, and 1 Baykok
- 6 PCs: Erigantus, 2 Totenmaskes, 6 Reborn Brothers, and 1 Nightwinder Nightshade

Note: Totenmaskes are worth 1 Reborn Brother, Baykoks are worth 2 Reborn Brothers, and the Nightwinder Nightshade is worth 4 Reborn Brothers. If you want to switch up the enemy compositions, use those equivalencies as guidelines.

Turn Pacing (5 PCs) [6 PCs]

Round 1 - Reborn Brothers (+ Baykok) roll initiative and attack. [Nightwinder Nightshade rolls initiative but does not attack]. Erigantus is alerted to intruders.

Round 2 - Erigantus casts cloak of shadows and alerts the nearby Totenmaskes to danger. Woaerym, if present, casts invisibility. [Nightwinder attacks or casts haste].

Round 3 - Erigantus casts invisibility before opening the door to observe the battle. Woaerym flees via dimension door.

Round 4 - Erigantus casts eyes of the void, opens the door fully, and orders the totenmaskes to attack.

Round 5 - Erigantus exits the room, delaying his turn first if necessary to ensure the party acts between the totenmaskes and his exit. He then casts finger of death.

Treasure and XP summaries for this section are available within the Google doc notes for those curious.

Once your party has retrieved the Bone Grimoire and met the Steward of Stethelos, they reach level 11!

Grand Lodge

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Book 3 Part 3: A Night on the Town

Encounters

Event 14: The Assassin Out Of Time (CR 12)
- 4 PCs: Time Flayer
- 5 PCs: Time Flayer (max hp: 221)
- 6 PCs: Agile Time Flayer (Mythic Simple Template, hp: 172)

Event 15: The Burning of Ileosa (CR 14)
- Peacock Phoenix plus 2 Peacock Cultists per PC
- If Hira Doss escaped in Book 2, add her and remove 2 cultists

Hira Doss:
If Hira is present for this battle, she is unable to flee using the viridian escape. In addition, it is very likely the PCs now possess Baraket. Upon revealing herself in combat, she could announce to the PCs that, if they do not interfere, the cult will not harm them and will leave Baraket in their care. While that’s a part of all the cultists’ tactics, making it a more explicit option could either convince some PCs to back off or, alternatively, rile them up in the face of a shared foe.

If captured alive and forced to cooperate with the PCs (for instance, via charm person), Hira can tell them that the cult is centered in the Temple of the Peacock Spirit, but not how to perform the Viridian Transcendence.

Treasure Advice:
Book 3 Part 3 is an optional portion of the adventure with (almost) entirely optional rewards. Compounded with the large reward range of Part 2, it can be difficult to estimate how much treasure your party should receive in this section, nevermind how much they’ll actually receive. Unless you want to audit your party’s current wealth, here are some simple recommendations I would suggest.

- Customize Sorshen’s rewards to suit your party. The easiest way to do this is to take the budget provided below to purchase 2-3 items to suit your party, then have them granted as rewards in ascending value. When employing this method, it is better to err on the side of inexpensive but useful, as your party is much less likely to sell the items they receive. Assume your party will receive all rewards. [If you don’t want to do this, I’ll provide some suggestions below].

- If your party has plenty of money, treat the items recovered from Peacock Cultists as bonus loot, assuming the party will sell the amulets for each one killed or captured for 2,000gp. If half or more of the Cultists are killed or captured, do not grant the party any additional rewards or vouchers from the crown.

- If your party is struggling financially, note down how many Peacock Cultists escape via the Viridian Escape. Multiply that total at the end of the encounter by 2,000 to determine a GP value. Then treat that GP value (+10,000 if they're really struggling) as the sum the party receives as a voucher from the crown of Korvosa, or add it to the treasure hoard of Part 4.

Sorshen’s Reward Budgets (No ABP / ABP)
- 4 PCs: 46,000 / 34,500
- 5 PCs: 57,500 / 43,125
- 6 PCs: 69,000 / 51,750

Sorshen's Rewards (ABP Changes):
I recommend you tailor Sorshen's rewards to your party using the budgets I provide above. If you want a generic approach though, here's my suggestions.

Ancient Stone (Scarlet and Blue Sphere Ioun Stone)
- 4 PCs: dusty rose ioun stone
- 5 PCs: dusty rose ioun stone
- 6 PCs: dark blue ioun stone

Gargoyle Gift (Ring of Minor Spell Storing)
- 4 PCs: amulet of proof against paralysis
- 5 PCs: ring of minor spell storing
- 6 PCs: greater talismans (warrior’s courage, pentacle, triskelion)

Pig’s Dinner (Stone of Good Luck)
- No change to this reward

Dance of Seven Veils (ABP Version):
Dance of Seven Veils
Price 28,000 GP; Aura: Moderate illusion and transmutation; Caster Level: 9th
Slot: head or neck; Weight: -

This scarf is crafted from fine, almost transparent silk of a deep red hue. When worn about the head as a veil or the neck as a scarf, the dance of seven veils disguises the wearer in a different shape, as per disguise self. The wearer can cast levitate at will and gains a +4 competence bonus on Bluff and Diplomacy checks. Lastly, the first time each day the wearer becomes grappled, entangled, or paralyzed, they gain the benefits of freedom of movement for 3 rounds.

Construction Requirements: Craft Wondrous Item, disguise self, freedom of movement, levitate; Cost: 14,000 GP

Once your party has learned the location of the Bone Grimoire and concluded their business in Korvosa, they reach level 10!

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Book 3 Part 2: The Zincher Siege

Event 6: Meeting Clegg Zincher
- No changes except to Mr. Magenta

Event 7: The Cult Attacks (CR 15)
- 4 PCs: Leptonia, 20 Yamasoth Cultists (CR 4), 8 Cythnigots, 1 Nyogoth
- 5 PCs: Leptonia, 20 Yamasoth Cultists (CR 4), 6 Cythnigots, 2 Nyogoths, 1 Chaos Beast (summon monster vi scroll)
- 6 PCs: Leptonia, 20 Yamasoth Cultists (CR 5), 9 Cythnigots, 2 Nyogoth, 1 Utukku

5 PC changes: The second nyogoth follows the tactics of the first, lifting a cultist to the roof before teleporting into the building. The second nyogoth does not, however, teleport to the same floor as the first, even if it knows the location of the PCs. At the end of the third wave, Leptonia summons a chaos beast using a scroll of summon monster vi into whatever opening the cultists have created, typically an entrance on the first floor.

6 PC changes: The additional nyogoth uses the tactics mentioned above. The Utukku has transformed into the guise of Isiah Kalynn and donned the cultists’ attire, but will enter its true form as it participates in the third wave attack. It has the Protection and Artifice (Toil) domain powers, supporting the cult with aid, mass cure light wounds, and Aura of Protection until it enters melee combat. It typically reserves its Horrific Appearance until most (but not all) of the third-wave cultists are defeated, after which it uses its Aura of Repetition in hopes of trapping its foes into methods of recovery.

Reward Point Changes
See the Notes google doc available above for the adapted rewards chart.
- 5 or 6 PCs: If more than half of the allied NPCs flee or die, lose one reward point. If none flee or die, gain 1 reward point.

Here’s my timeline for the siege, feel free to copy or adapt it.

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Book 3 Part 1: Polymorph Plague

A. The Gecko

Event 5: The Gecko's Guardian (CR 10)
- No changes to this encounter

A3. Marshalling Chamber (CR 10)
- 1 Derro Vampire Spawn per PC

Note: Don’t change the number of drunkards regardless of the number of PCs. Instead, simply have more derros directly engage the party while those unraveling the chains use a SLA to disrupt the party and set up sneak attacks for their fellows.

Treasure Changes (cumulative):
- 5 PCs: Add a metamagic gem (maximizing sapphire)
- 6 PCs: Change the breastplate to +1 mithral breastplate, and mithral dagger to adamantine dagger

A4. The Testing Room (CR 6)
- No changes to this encounter

A5. Cult Headquarters
- No changes to this room except to the trap

Greater Glyph of Warding (CR 8):
Trap: Greater Glyph of Warding
Type magic; Perception DC 31; Disable Device DC 31
EFFECTS
Trigger opening the door to A6; Reset none
Effect spell effect (summon monster VI, CL 12th)
- 4 PCs: 2 Babau
- 5 PCs: 2 Augmented Babau (+4 Str, +4 Con)
- 6 PCs: 3 Babau

Note: I've included the text of the handouts I used in the link above.

Guardroom
- No combat. There is no Mohrg in this room.

A9, A11. Sumsarru’s Crypt and Erigantus’s Lab (CR 8-10)
- 4 PCs: Sumsarru*, and Advanced Totenmaske
- 5 PCs: Sumsarru*, Advanced Totenmaske, and 1 Shadow Beast
- 6 PCs: Sumsarru*, Advanced Totenmaske, and 2 Shadow Beasts

Note 1: I’ve compiled these two encounters for the sake of CR calculations to make scaling a little less fiddly. While each room and its encounter can be encountered individually, it’s possible for them all to be encountered together (for instance, if your party takes a route that leads into Sumsarru’s crypt before Erigantus’s lab or the Guardroom). Thus, these combined encounters have a consistent CR of 10, even if their individual CRs change based on party size.

Note 2: There’s three different versions of Sumsarru you can use here based on your evaluation of your party. In general, I recommend the Unchained Rogue 5 version. If your party is significantly above the power curve (gestalts, for instance), the Slayer 5 version is a beast. If your party is very low on resources by the time they encounter him, the book version is fine. Remember that he can call 1d4+1 bat swarms to assist him in combat if he’s found alone!

A12. The Scarred Gears
- No changes to this hazard

A15. Prison of Og-Zeugus
- No changes to this encounter

Once your party has learned the date of the Zincher raid and escaped the Gecko, they reach level 9! If you're including the additional adventures of Mysteries Under the Moonlight, the party instead levels once they learn the date of the Zincher raid and have defeated Tulvhatha.

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Book 3: Runeplague Overview

Polymorph Plague:
Type disease, ingestion or injury; Save Fortitude DC 18
Frequency 1/day
Effect 1d4 Dex damage and 1d4 Cha drain plus transformation (see below); Cure the polymorph plague can be cured only by magic such as remove disease or heal.
Special Once its Charisma is reduced to 0 while suffering from the polymorph plague, the victim immediately transforms into a nongood- and nonlawful-aligned animal, aberration, magical beast, or vermin with an Intelligence score no higher than 5 (the exact creature transformed into should be selected by the GM). Its mind changes as well, as it loses all previous memories and behaves as a typical member of its new shape—it remembers its previous life only in vague glimpses and snatches endured as mocking nightmares during sleep. A true seeing spell reveals the creature’s previous form, and a successful break enchantment (against the plague’s save DC of 18) can restore a creature to its previous form.

Polymorph Plague Notes:
The polymorph plague is a unique disease used both by the Yamasoth Cult, as well as the random encounters marked with an asterisk in the bestiary for Book 3. The plague acts as both a poison and a disease; specifically, the rules for ingestion and injury poisons apply to contracting the disease. However, mechanics for treating or prevent poisons do not apply to the plague, nor do poison resistance or immunity.

Once contracted, the polymorph plague can only be cured by magical means, and Charisma drain inflicted by the plague is permanent unless removed by restoration. It would be reasonable, though not RAW, to allow break enchantment to also remove the effects of the plague, given it can undo the transformation caused by the plague.

To what degree the plague functions by poison rules versus disease rules is not fully explained, but here are the two main things to decide, which will determine how threatening the plague is to PCs:

1. The plague has no listed onset. If you interpret this to mean ‘the effect occurs immediately, and then again every 24 hours after the first failed save’, the plague is quite dangerous even for a prepared party.

2. The Fortitude DC to resist the plague may increase by 2 every time a character is exposed to it via injury or ingestion (like a poison). If so, this makes the multiple potential exposures during the Zincher siege or possible random encounters more threatening, especially if paired with the ‘immediate onset’ interpretation above.

For most parties, I would recommend adopting the second rule, but not the first. If you have a gestalt or otherwise unusually powerful party, consider adopting both rules.

Supplemental Adventures:
There were two more adventures I included in my campaigns for book 3 to introduce some key villains earlier. These were PFS Scenarios 10-5 "Mysteries Under Moonlight Part 1: Testament of Souls" and 10-7 "Mysteries Under Moonlight Part 2: The Howling Dance". These adventures concern the corruption of Ashava's holy site in the mushfens, the Glade of Silver Sparks, and the subsequent corruption of Magnimar's monuments. Given their focus on Ashava, I thought they made a natural continuation of Audrahni's story.

Story Changes: Within these modules, a powerful will-o-wisp by the name of Tulvhatha has entered the Mushfens, slaughtered the guardians of the Glade of Silver Sparks, and used the artifact therein to channel the souls of the dead for unholy magics. She has further corrupted the fey of the mushfens and taken control local undead, using them to pervert Magnimar's monuments in order to raise an army of restless souls and sow discord within the city.

Within the adaptation I propose, it was Erigantus, not Tulvhatha, who found his way to the Glade of Silver Sparks, posing as a simple wanderer bearing Ashava's holy symbol. Once inside the glade, he slaughtered its guardians before freeing several creatures who had been magically imprisoned within statues by a former high priest of Ashava. These creatures are Tulvhatha, the Twilight Queen; Avalexi, the Light in Shadow; Sumsarru, the Collector; and a creature without a face or name (a Nightwinder Nightshade, an addition to Part 4).

Erigantus offered alliances with these creatures to bring terror and despair to the peoples of Magnimar. Of the four, only Sumsarru agreed willingly out of personal interest in Erigantus - Tulvhatha and Avalexi went their own ways, while the nightwinder fell under Erigantus's control after attempting to kill him. Erigantus's goals are twofold: first, to create a distraction while Leptonia perfects the polymorph plague, and second, to increase his own power before attacking the Shrine of the Seal. The first three accomplish the former whether he commands them or not, while the last of the four accomplishes the latter.

Adapting 10-5: In this version of events, Audrahni has started investigating the corrupted monuments on her own while the party has been away at Hollow Mountain. She has tried to seek out a spirit she used to be friendly with, Ordellia Whilren, but was shoo'd away by the current head investigator, Theodorus Ichonvarde.

When the party returns from Hollow Mountain, Ayavah has not yet reported her vision to the Council, and so the Council does not immediately direct them to the Gecko. Sheila is dealing with the request from the Varisian Council to investigate while her resources are already tapped from investigating the missing Heroes and potentially risen Runelords. She asks the party if they would investigate on the Council's behalf, suggesting the Peacock Cult (or the Yamasoth cult, if the party brings info about them) may be behind it. Having heard about Audrahni's personal investigation from a third party, Sheila suggests they involve her as an expert on spirits and Magnimar's history.

Near the end of the investigation, in Ordellia's townhouse, switch Davorge for Theodorus Ichonvarde and/or Audrahni. In addition, the vampire spawn are Sumsarru's derro. Sumsarru himself may be present as well, but he prefers to exchange information about Tulvhatha, blaming her for the recent corruptions, than fight the party here.

At the end of the adventure, Luvyire does not name Tulvhatha as the slayer of his friends, but a mysterious, white-haired man cloaked in black. A necromancer of terrifying power, who called himself Erigantus. He will also know of the four creatures that were imprisoned there, and now likely freed (Avalexi, Tulvhatha, Sumsarru, and the nightwinder). Theodorus, if he survives, decides to seek out the source of these vampires - an investigation that will eventually lead him to the Gecko.

Adapting 10-7: On the next full moon after 10-5 (possibly after Book 3 Part 1 is concluded), Luvyire, Sheila, and Audrahni requests the party's aid in eliminating Tulvhatha, who has conquered the Glade of Silver Sparks. The adventure progresses essentially as-normal, but the combat against Ichonvarde is eliminated. Tulvhatha, before she dies, speaks the name of the one who freed her: Erigantus.

Event 2: The Invaders - Final Encounter (CR 12)
- 4 PCs: Misery Siktempora
- 5 PCs: Misery Siktempora (210hp)
- 6 PCs: Agile Misery Siktempora (Mythic Simple Template)

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Great ideas Joel! I'm going to steal a couple of these myself.

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Looks great Gnutten! I figure my creature stat blocks (the ABP and PDF format) are the biggest impediment to my work being useful for different people, so I'm glad to see pieces incorporated.

One quick note for people looking these over though: the Jordimandus tactics I wrote won't work with Gnutten or the book's stat block! You can swap summon monster vi for flash flood and mnemonic enhancer for control water if you want to pull off the flood strat without using the rest of my stat block.

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Zifnab the Overly Verbose wrote:
As I made up the props for the other items mentioned there I decided to go ahead and write up what I imagined was on that journal excerpt.

I decided to have a quick look-through this thread before setting out to make these exact things as handouts. Are you still around Zifnab? I would love to take a look at what you created for handouts, given it seems like one of the best instances in the AP for the party to review multiple documents and make their own inferences.

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Hsuperman wrote:
Askar, thanks for all the updates. Definitely will be using these stat blocks as I take my group through the last two books. One quick question, and maybe I'm just missing it, but I noticed a number of the stat blocks have "inherent bonuses" (especially some with +2 across the board). Could you explain where those bonuses come from? Thanks!

Because inherent bonuses are so rare, I sometimes used the 'inherent' column to note racial bonuses, template bonuses, or bonuses of a monster gaining a PC level. The only creatures with actual inherent bonuses are Viorian, Khalib, and Karzoug.

It was an expedient choice to make the math easier to double-check, but I really should have made a note about it. I'll add a notice to the 'Askar Avari's Rise of the Runelords Statblocks Note' document.

Makin and Stump wrote:
Askar, did you create all the statblocks in hero-lab? If so, do you have the .por files for them?

I did and do not unfortunately. I tried using Hero Labs to keep the same format as Joey but between the complexity and the need to purchase books I just bounced off it. My stat blocks are simply made in a fillable PDF as that's what I'm experienced with.

Additionally, Makin and Stump has contacted me about a few errors made in my stat blocks that I'll try to get around to, but in case I don't, here's something to note:

1. Khalib should not have the spells ironskin or freedom of movement. They're not wizard spells, I just made a mistake. You can make up for the AC drop by advancing him to 18th level on the ABP chart, as if he were a PC. He could potentially have freedom of movement cast on him via a summoned outsider.

2. Viorian doesn't have all of her skill ranks assigned. Simply max out her Kn: Local, Perception, and Sense Motive (total: +21, +26, +26).

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Note about an earlier level: I missed the Secret Reading Room, C5! Although I don't typically recommend swapping out weapons for non-weapons with Automatic Bonus Progression, I'd recommend the following treasure changes to this room:
- 4 PCs: handy haversack containing 600gp worth of moonstones and a mnemonic vestment
- 5 PCs: handy haversack containing 1000gp worth of moonstones, a mnemonic vestment, and a silent spinel
- 6 PCs: handy haversack containing 600gp worth of moonstones, a mnemonic vestment, gloves of reconnaissance, and a silent spinel

Book 2 Part 4: The World is Hollow Part 2 (Level 7)

As a quick note, I do recommend you use the version of this document on the Drive, as it includes important tables when discussing certain encounters and loot.

D. The Gauntlet of Fury

D2. Hall of Worthies (CR 7)
- No changes to this trap

D3. Watery Fane of Gholz (CR 7)
Trap change: Increase the suggestion DC to 16. Reduce the range of the trap to 20’ (meaning it does not trigger as soon as any creature enters the room).

4 PCs: 1 Chaos Beast
5 PCS: 1 Chaos Beast (max hp = 126hp)
6 PCs: 1 Savage* Chaos Beast

Note: As in the Savage mythic simple template.

D5. Lo-Kath’s Welcome (CR 7)
- 4 PCs: 2 Skinstitches (containing 1 cockroach swarm each)
- 5 PCs: 1 Skinstitch and 1 Resilient Skinstitch (1 cockroach swarm each)
- 6 PCS: 2 Resilient Skinstitches (1 cockroach swarm each)

Note: Resilient skinstitches lose their fire vulnerability, gain fire resistance 10, and gain DR 5/magic

D8. Apprentice’s Ordeal
- 4 PCs: 2 The Melted and Maga Szuul
- 5 PCs: 2 Advanced The Melted and Maga Szuul (max hp)
- 6 PCs: 2 Advanced The Melted and Maga Szuul (gestalt)

The Apprentice's Ordeal:
Note 1: You can add a slight puzzle element to this room by having the test already in progress when the party arrives, so that spells they cast in combat may advance the ordeal and potentially end up releasing Maga Szuul partway through their encounter with the Melted. For an added layer of complexity, the ordeal could require that the spells be cast on another creature. For even further complexity, the Ordeal could require escalating minimum spell levels (0, 1, 2, 3) for the spells cast in order to avoid the entire Ordeal being completed with cantrips.

Note 2: After some discussion with my own party, I've started giving certain creatures two health bars and a 'phase change' in order to make combats more dynamic. Maga Szuul (gestalt) is the first such creature, though I didn't note it on his sheet. If you're interested in utilizing this mechanic, I can explain it in more detail later, but suffice it to say that a gestalt Maga Szuul would have 2 60hp pools, and once the first is depleted, all of his current debuffs are removed and he immediately receives his next turn, moving from ranged combat to melee.

D9 Soldier’s Ordeal (CR 10 or 11+) - Please see the Google Doc for full info!
Note: I will be providing two versions of this unique encounter. The first is as the book recommends, but scaling. The second version is a particularly tough encounter designed for especially powerful parties or those who went into the ordeal fresh.

E. The Degradation of Thybidos

Development: If your party enters the Gauntlet without encountering the Peacock Cult and then leaves the Gauntlet via the portal in D7, they may completely miss one or both of the cult hooks in this adventure while still completing all their known objectives. In this event, the Peacock Cult decides to run the gauntlet shortly after the party leaves. They will first attempt the Apprentice's Ordeal but leave if Maga Szuul and the Melted remain; then they will attempt the Soldier's Ordeal. Whether or not they successfully obtain a Runestone, they will travel to the Forlorn Sepulcher next, potentially encountering your party. I would recommend having all of the cult members arrive in the Fane of Wrath just as the party is leaving if you need a climactic final battle for the adventure. A bearded devil could round out their team to a clean CR 10.

E2. The Fane of Wrath (CR 8)
- 4 PCs: Zerrund
- 5 PCs: Zerrund and 1 Advanced Giant Rot Grub
- 6 PCs: Zerrund and 2 Advanced Giant Rot Grub

E4. The Loves of Thybidos (CR 8)
- 4 PCs: 3 Wraiths (50hp)
- 5 PCs: 4 Wraiths (40hp)
- 6 PCs: 3 Advanced Wraiths (60hp)

E5. Beast Trap (CR 7)
- 4 PCs: Fiendish Death Worm
- 5 PCs: Fiendish Death Worm and wind wall trap*
- 6 PCs: Fiendish Death Worm and wall of fire trap*

Note: These traps appear along the radius of the circle, separating creatures inside from those outside. In both cases, they deter ranged attacks (wind wall via negation, wall of fire via concealment), but only the wall of fire deters entering or exiting the circle. The CL of the wind wall trap is 5, while the wall of fire is CL 7. The DC to detect or disable either is 25.

E6. Crypt of the Fidaelem (CR ~ 9)
- 4 PCs: Vola Adurusk and 6 Wights
- 5 PCs: Vola Adurusk and 6 Cairn Wights (use book’s stats for Vola)
- 6 PCs: Vola Adurusk and 6 Advanced Cairn Wights (as above)

Note: Cumulatively, the Fidaelem are equal to a CR 10 encounter. However, given the disadvantageous position they begin in, the CR of this encounter is reduced by 1. If a party instead destroys the Fidaelem in their tombs before they attack, reduce this encounter’s CR to 7.

E7 Legacy of Wrath (CR 8)
- 4 PCs: 1 Effigy of Xiren
- 5 PCs: 1 Hasted* Effigy of Xiren
- 6 PCs: 1 Agile** Effigy of Xiren

*Note 1: Once per day as a swift action, the Effigy of Xiren can gain the benefits of a haste spell for 6.
**Note 2: As in the Agile mythic simple template. The Agile Effigy of Xiren alternates between uses of its Dazing Gaze and melee attacks on its two initiatives, focusing its attacks on whoever was not stunned by its gaze. Do not increase the Effigy’s SR to account for its increased CR.

E8 The Jeweled Ascent (CR 8)
- No changes to this encounter

E9 The Forest of Pillars (CR 8)
- 4 PCs: 2 Vexenion
- 5 PCs:
- 6 PCs: 3 Vexenion

E10 Hydra’s Grave (CR 8)
Haunt Changes:
- 5 PCs: Each attack deals 2d6+2 points of fire damage
- 6 PCs: Each attack deals 3d6 points of fire damage

E11 The Torment of Thybidos (CR 9)
- 4 PCs: 2 Ivory Sentinels
- 5 PCs: 2 Improved* Ivory Sentinels
- 6 PCs: 2 Wrathplated** Ivory Sentinels

*Note 1: Increase the Sentinels’ base attributes and natural armor by 2 and 1 respectively, as if applying half of the advanced template. This does not modify their hit points.
**Note 2: As in the Runeplated template. This adds 2d6 fire damage to all of their attacks and grants them a +2 on saves against abjuration and conjuration effects.

E11 Treasure Summary:
Treasure for this section is complicated enough depending on your party size and whether or not you're using ABP that I recommend consulting my full notes in the Google Doc if you want to take a look at the budget. Here's my basic recommendations however.

Without ABP
4 PCs - ring of forcefangs, apocalyptic metamagic rod, bead of force [3], wand of wall of fire [11 charges], scrolls [v: icy prison, lightning arc] [vi: leashed shackles, contagious flame], empowering topaz
5 PCs - ring of forcefangs, apocalyptic metamagic rod, bead of force [3], wand of wall of fire [9 charges], pink and green sphere ioun stone, scrolls [v: icy prison, lightning arc], [vi: leashed shackles, contagious flame, mark of wrath], rune-inscribed gemstone, empowering topaz
6 PCs - ring of forcefangs, apocalyptic metamagic rod, bead of force [5], wand of wall of fire [19 charges], pink and green sphere ioun stone, scrolls [v: icy prison, lightning arc], [vi: leashed shackles, contagious flame, mark of wrath], rune-inscribed gemstone, empowering topaz

With ABP
4 PCs - ring of forcefangs, apocalyptic metamagic rod, wand of wall of fire [10 charges], bead of force, scrolls [v: icy prison, lightning arc] [vi: leashed shackles, contagious flame], silent spinel
5 PCs - ring of forcefangs, apocalyptic metamagic rod, wand of wall of fire [12 charges], bead of force [2], scrolls [v: icy prison, lightning arc] [vi: leashed shackles, contagious flame], empowering topaz
6 PCs: ring of forcefangs, apocalyptic metamagic rod, wand of wall of fire [11 charges], bead of force [4], scrolls [v: icy prison, lightning arc] [vi: leashed shackles, contagious flame, mark of wrath], rune-inscribed gemstone, still amber

Event 18: A Runelord Rising
- No changes to this encounter.

Final Note about Thybidos:
As a lot of people note, a party's motivations to seek out Thybidos are flimsy, and the narrative reward is effectively non-existent. For those who have received an Abyssal Runestone, Thybidos confirms that Alaznist has returned . . . and that's it. I think there's a lot of things that can happen at this point to feel like a proper reward.

1. Your party received Ashava's blessing; Thybidos apologized to Xiren - The next time the party rests beneath the open sky, Ashava appears before them in her humanoid guise. She explains the gist of what happened between Xiren and Thybidos if the party didn't glean it, and thanks them for freeing a soul who experienced such tremendous suffering. Then she warns them about the activities of the cults in Varisia and asks for their help to protect the land and its people. If the party is close with Audrahni, she asks them to look out for her as well. If they have used or lost Ashava's blessing since first receiving it, they receive it again. If they continue to free suffering spirits, they may gain an event more powerful blessing later on.

2. Thybidos apologized to Xiren without providing any information to the party - Thybidos's body turns to ash following his apology, glowing from embers within. Interacting with the ash infuses your party with flame, Thybidos's thanks to his rescuers. This grants the same benefits of Thybidos's blessing below, but also curses them with a lesser version of the Quartering Curse. When the creature dies, it must make a DC 21 Will save, or else its head, arms, and legs are ripped from its torso, preventing the use of raise dead or other magic that requires the body to be whole. If the creature is not resurrected within 24 hours, they rise as a ghost with the original Quartering Curse as a bonus special ability. The ash itself can be used as a component of Thybidos's body for spells that are affected by such a component.

3. Your party frees Thybidos and presents an Abyssal Runestone - Thybidos acknowledges the party's worthiness and commands them to bow. If they show proper humility, he asks them their wish in thanks for rescuing him. If their wish is for information or a specific, narrow assistance, he provides it before taking his leave. However, if they ask for his help in defeating Alaznist, Xanderghul, or Sorshen, he offers his blessing, acknowledging them as servants of the Runelord of Wrath (this idea seems to be alluded to in his request that they 'become his wrathful champions,' but is not followed up on). This grants the following benefits:

- The PCs are now considered Bakrakhanians and servants of the Runelord of Wrath for effects dependent on nationality or allegiance (such as the patriotic enchantment)
- The PCs may gain clout from items or characters who can perceive the blessing, such as Garvok or ancient outsiders.
- The PCs are warded against Alaznist's attempts to scry them (this is redundant, but the party doesn't know that).
- The PCs gain an SLA called wrathsight, allowing them to detect creatures whose greatest sin is wrath or whose greatest virtue is righteous anger.
- The PCs take a -4 on saving throws against mind-affecting effects that Thybidos creates. This may become relevant later on in the campaign.

As your party finishes their business on Rivenrake Island, they level up to 8! Remember not to immediately progress all the way back to Magnimar, as book 3 begins immediately!

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magnuskn wrote:
Thank you for this thread, I hope you make it to the very end of the AP. I'm already kinda sweating having to balance the high-level encounters for my experienced five player group.

I'll absolutely be making to the end of the AP, but as I'm making this guide only a few weeks ahead of where my party advances, progress is likely to be stuttering. We're finishing Book 2 in a couple of days and I'll be publishing the last part after I've had a chance to playtest my modifications.

I will say the encounter design is greatly improved compared to some earlier APs I've read and updating a lot of these encounters has been a breeze in comparison to Rise, where I'd often read through a section and realize I'd have to revise every single encounter, whether it be a creature, trap, or hazard, to be any meaningful challenge to my party. With Return, I get to spend all that homebrew energy to tweaking things for more hype or dynamic encounters or introducing novel mechanics.

And of course, if your party is having a good experience with the AP as-written, it's a more vigorously playtested experience than what I can suggest here. I simply provide this guide because I'm willing to look at the underlying math of the system to ballpark a general suggestion.

As for Book 3, it's going to take me a little time to get going on that. There's a lot of encounters and a lot of maps and I haven't really studied them in as much detail as I did Books 1 and 2. I should hopefully have parts 1 and 2 up before too long though.

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Book 2 Part 4: The World is Hollow Part 1 (Level 6)

B1 Grand Hall of Forges (CR 6)
- 4 PCs: 3 Combusted
- 5 PCs: 3 Improved* Combusted (40hp)
- 6 PCs: 3 Advanced Combusted (50hp)

*Increase the Combusteds’ base attributes and natural armor by 2 and 1 respectively, as if applying half of the advanced template.

B2 An Angry Visage (CR 6)
No changes to this trap

ABP Treasure changes: The gemstones are worth a total of 1500gp per PC.
- 6 PCs: 4 fire opals can be found in the locked compartment

B3 Derelict Ore Elevator (CR 6)
No changes to this hazard

ABP Treasure changes:
- 4 PCs: 8,000gp worth of mithral ore weighing 32 pounds
- 5 PCs: 10,000gp worth of mithral ore weighing 40 pounds
- 6 PCs: 12,000gp worth of mithral ore weighing 48 pounds

B6 Exotics Workshop
No changes to the haunt, except that it triggers on any additional intact weapons as well

Treasure changes:
- 5 PCs: a bloodletting kukri, a boulderhead mace, and an adamantine battleaxe
- 6 PCs: a bloodletting kukri, a boulderhead mace, and a hurricane quarterstaff
Note: I recommend putting in at least one weapon relevant to your party of approximately 6,000gp in value in this room.

B8 Mozamer’s Den (CR 7)
- 4 PCs: Boag-Hok
- 5 PCs: Boag-Hok (max hp = 104)
- 6 PCs: Boag-Hok and Large Air Elemental*

*Against a 6-person team, the censer acts as a censer of conjuring air elementals, except it can only summon evil air elementals, and its power is drawn from the shrine of Yamasoth. Removing the censer from the shrine converts it into a non-magical but ornate censer worth 1,000gp weighing 5 pounds.

C Dust to Dust

C1. Grand Hall of Records (CR 8)
- 4 PCs: 2 Strangled Choking Shades
- 5 PCs: 2 Strangled Choking Shade + Aura of Desecration*
- 6 PCs: 3 Strangled Choking Shades

*The room radiates an aura of desecration created from the unholy influence of these spirits. As a result, they gain a +1 profane bonus on all attack rolls, damage rolls, and saving throws, as well as +1 HP per HD.
Note: All Choking Shade variants automatically gain the advanced simple template.

C2. The Librarian (CR 7)
No changes to this encounter

C3. Spellcaster’s Library
Treasure changes:
- 4 PCs: blessed book and library worth 2,500gp
- 5 PCs: blessed book, a page of spell knowledge ii (silence), and a library worth 2,500gp
- 6 PCs: blessed book, a manual of war, and a library worth 3,000gp

C8. Antechamber (CR 7)
- 4 PCs: Damil Russo and a Hell Hound (Called)
- 5 PCs: Damil Russo and a Bearded Devil (Called)
- 6 PCs: Damil Russo and a Cerberus (gift from the Peacock Spirit)

C9. Cultist Encampment (CR 8+)
- 4 PCs: Hira Doss and Viraline Barvisai
- 5 PCs: Hira Doss, Viraline Barvisai, and an Accuser Devil
- 6 PCs: Hira Doss (GESTALT) and Viraline Barvisai

Note: If you would prefer not to use a gestalt version of Hira Doss, you may instead use the regular version of her and add a Bearded Devil to the room; however, this will make it obvious that Viraline is not alone in the room. I have not found an appropriate creature capable of turning invisible to add to this encounter for 6 PCs. Also, I personally would run this fight across the hall in the far more interesting (and large) room.

C10. Ancient Office (CR 7)
- 1 Poltergeist per PC

Note: I’d probably just skip this encounter if I were you. An Advanced Poltergeist’s abilities are unlikely to have much of an effect on level 6-7 PCs, but they’re incorporeal and invisible, so the fight is likely to take a while. Also, with the CR changes made to this floor, they're no longer needed to pad out XP.

C11. The Nightmares of Augus Premm (CR 7)
No changes to this haunt

At this point (or at any point when the party reaches the Gauntlet of Fury), your party should level up to 7!

A Brief Discussion on Treasure in Hollow Mountain:
Treasure is sparse in Hollow Mountain, with most treasures being simple gems or +1 armors, up until the very end in Thybidos's throne. While this isn't unbalanced (the item received from the Council should mark a steep increase in power for most PCs), it can feel a bit off doing so much dungeoneering and battles with relatively little to show for it. This is especially true if your party lacks prepared arcane casters who will benefit from Thybidos's treasures at the end of the adventure.

For an ABP game, here are the budgets at a few key locations you may want to consider in order to parcel out some drops tailored to your party.

- B6 Exotics Worskhop (budget = 3,250gp per PC) [Weapons]
- Map D Gauntlet of Fury (budget = 3,250gp per PC) [Armor / Defensive items]
- Thybidos's throne (budget = 7,500gp per PC) [Arcane implements]

Whatever your game needs more of, you can increase the budget for by reducing the budget for one or both of the less-needed areas. For instance, if your party is running a large number of armored/divine characters, reducing the budget for Thybidos's throne to 5,000gp per PC to increase the budget of the Gauntlet of Fury to 5,750gp per PC could allow you to, for instance, have armor as an additional reward for completing the Soldier's Ordeal, or be found on a simulacrum of Lo-kath.

Of course, I've done my best to simply scale the existing treasure hoards, but tailored hoards can go a long way to easing the burden for parties that don't like to focus on buying/selling large quantities of items every book.