Droogami

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Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber. 110 posts. No reviews. No lists. No wishlists.


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Doubting AI was part of what brought me here, but I was also unsure of myself on this one. Thank you for all replies.


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AI claims Wild Empathy has been replaced, but unless my eyes deceive me, the archetype write up does not say that.

Freebooter's Bane replaces favored enemy.

Freebooter’s Bond replaces hunter’s bond.

Fast Swimmer replaces woodland stride.

That appears to be it for abilities that are replaced.
I understand the AI can be wrong.
I just want to be sure I'm reading right. Thanks


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Thanks for your reply, and that's still where I lean, but one more odd piece.

Hanshepsu can form a scarab head which provides this:
"Scarab: The hanshepsu’s damage reduction is not subject to the effects of a golembane scarab or any abilities that allow a creature to ignore a construct’s damage reduction."

Golembane scarab write-up includes this (my emphasis):
"A scarab enables its possessor to combat GOLEMS with weapons, unarmed attacks, or natural weapons as if those GOLEMS had no damage reduction."

It would seem either Hanshepsu are golems or they have a defense specifically calling out an aspect that doesn't apply to them (golembane scarabs).


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Are hanshepsu or graven guardians golems?
I think not, but I've run into opposition and would be grateful to be pointed to any rulings or reasoning to explain.

"Golem" is nowhere in their descriptions. Not all constructs are golems. But I'm slightly uncertain because "golem" is not officially a creature subtype. Is the only way to know a creature is a golem if it has "golem" in its name?

Golem: "Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental...Being mindless, golems do nothing without orders from their creators."

Hanshepsu have Intelligence and their animating spirit is not elemental.
Graven Guardians have no animating spirit at all.


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There's seven reasons our scenario was more deadly than what you describe, but I'm not trying to cancel this monster as overpowered; I was just trying to make sure I'm reading Clashing Rocks correctly, most particularly in regard to it having no saving throw.

I was hoping someone would say directly: "Correct, there is no saving throw."
A nifty bonus would have been someone commenting, "You're right, it is mildly confusing that they mention a saving throw DC when there is no saving throw."

But I am satisfied now with my understanding of the ability and the creature, and I am grateful for all of the comments. Thank you!


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Understood.
My note of worry comes from a 19HD creature with a 50 Strength, making the save DC 39 for the (presumably Reflex) saving throw.


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Thanks for the thoughts.
I think I get most of it.
I believe "Does plankta Stoney Clash do any of the extra effects of the spell Stoney Clash" is answered with a simple "no". (I only entertained that possibility looking for what the saving throw might be about).

THE CRUX OF MY STONEY CLASH UNCERTAINTY IS "The save DC is Strength-based" WHEN THERE IS NO DISCUSSION OF A SAVING THROW.

The confusion clears if indeed there simply is no saving throw.


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"CLASHING ROCKS (Ex)
A plankta can scatter its rocky mass into multiple fragments with a shared consciousness and a shared pool of hit points, though it loses its stony cover ability when it does so.

These fragments churn and clash, dealing 4d6+14 points of bludgeoning damage per round to all creatures in a 60-foot-radius sphere in the water (extending up to 10 feet above the water’s surface). Activating or maintaining this ability is a full-round action. If it chooses not to maintain this ability, the plankta’s body reforms automatically at any point in the area. The save DC is Strength-based."

A SAVE DC IS MENTIONED, BUT THERE'S NO DISCUSSION OF WHAT THE SAVING THROW WOULD ACHIEVE. Or what kind of saving throw it would be. Reflex?

There is a 9th level druid spell called Clashing Rocks which includes
"If the target fails a Reflex Saving Throw, it is also buried under the resulting rubble as if by a cave-in.

If the clashing rocks miss the target, the target still takes 10d6 points of bludgeoning damage from falling rocks and is knocked prone. A successful Reflex save reduces this damage to half and the target remains standing."

Whatever the save is for, being Strength-based DC means a lot of characters are going to fail this saving throw. If it includes being knocked prone every round, yikes!

I'M ALSO NOT SURE HOW CHARACTERS WOULD ATTACK THE FRAGMENTS. How many fragments? Are we assuming characters could just swing anywhere in the area of effect and hit a chunk to inflict damage on the whole?

Thanks in advance for any advice.


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It super helps because I can stop searching :)

I totally appreciate the approach you're describing. I do have a plan.

Still, I wonder how you interpreted it in your game! (Or anyone else, in yours).


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I've searched without success. Sorry if I missed answers to what I'm going to ask.

The Otterbies are a succeful family in Torch. Presumably there is a bunch of them, but we don't have a lot of details.

We have Bazlundie Otterbie, granddaughter of one of the founders, Orm Otterbie. She's one of the five town council members. N Female Human, aristocrat 3/expert 2.

Then we have Emelia Otterbie, a woman who was engaged to ill-fated Gerrol, whose remains can be found in the Black Hills Caves. Emelia's father is an unnamed weaponsmith who might reward the party if they bring back Gerrol's body.

Do we know:
- How Emelia and Bazlundie are related?
- Anything about the (even approximate) ages of these npcs?
- Emelia's father's name?

I can create my own answers; I just enjoy following the presented material when possible.
Thanks in advance for any help.


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I was most struggling with why Nethys would be offended, so I appreciate your notion that the problem could be in her.
I was also thinking it could be a Nethys clergy political issue. They can turn her abilities back on (so to speak), but someone's jealousy, or backroom trade of favors, or some other concern has them stalling or keeping her in her place.
Thank you for your reply.


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My players recently finished book 4, defeating the Forgotten Pharaoh. They have elected to bring Serethet back to life.

It's great that the adventure has advice for exactly what to do in this case. "However, her actions have left her bereft of her connection to her god, and she remains an ex-cleric. A quest of atonement, likely involving the recovery of ancient knowledge from a dangerous area, is required for Serethet to regain her clerical abilities."

My question about that is: why? What's the offense? Nethys "remains neutral for the most part, unless his powers of omnipresent knowledge reveal he is being betrayed or threatened. He particularly allies with those requiring the use of magic, regardless of nefarious or benevolent cause." He is "torn between saving the world with one hand and destroying it with the other". His only edict is "Seek out magical power and use it".

It seems like Serethet, and the Forgotten Pharaoh for that matter, was being fully on Nethys brand when she recovered the heart and took on new magical powers, regardless of the intent. For what exactly would Serethet need to atone?


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Paired Opportunist reads "ENEMIES THAT PROVOKE attacks of opportunity from your ally also provoke attacks of opportunity from you..." [my emphasis]

Outflanks reads: "whenever you score a critical hit against the flanked creature, IT PROVOKES an attack of opportunity from your ally" [my emphasis]

As I read that, an outflank critical doesn't trigger paired opportunist since "it" (you scoring a critical hit, your action) not an "enemy" (enemy action) provokes the attack of opportunity.

Add this to my agreement with the "one trigger' interpretation to break the very silly chains of extra attacks.


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The stat blocks of the Song of Silver characters who ended up being "bonus NPCs" in issue 100 seem to be here, but I don't see Varin Stone-hewn. I'm not finding them anywhere else either. I'd be grateful to even just know what kind of oracle he is. He focuses on entropy. Is it Apocalypse? Time?


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Part 2: The Haunting of Kintargo: Visions of Barzillai. As each of the five hauntings is dealt with, the characters have a chance to experience clues leading them toward Barzillai's heart and the Soul Anchor. These visions in the text are vague.
I'll use Mission 3, the Wailing Woman, as an example.
"Development: Once Megonya's frozen bones and Tiarise are both destroyed, Barzillai's influence over the Greens vanishes. At this point, the frost on the walls melts away, but it does so unevenly so that for a few moments what appears to be dozens of scrawled lines of text appear on the walls. In the few moments before these lines too melt away, the PCs can attempt a DC on Wisdom check to recognize the text (see page 29)."

I'm assuming the reference is to the bottom of page 29, the section "Final Vision" which continues on to page 30, where it explains the full final vision and the Find the Path that is imbued into the characters, but what would be the partial reveals along the way such as the frost text? I realize it would probably be dependent on how many missions in they are when they do this one, but I could have used a few sentences telling me what I'm guessing at: that I need to come up with three or four cryptic reveals to gradually unfold the full answer. Something like "Seek the heart of the matter" or "Find the lies that lie below".
Is this how others interpreted these visions? What did or might you use for the frost writing if it were the first clue?


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Thanks, that's probably enough to persuade me it's fine as is. I've certainly been team "necromancy isn't necessarily evil" most of the time, so whoops, agreed.
At the same time, I notice people can likewise be super sensitive to "controlling", as if that were extra terrible. As with necromancy, it's situational. Control *can* be despicably abusive, but it can also be the most merciful and de-escalating.


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For the Mask of the Forgotten Pharaoh, one of the progressions with character level is:
"At 11th level, the mask’s enhancement bonus
increases to +6, an evil wearer can cast control undead once
per day, and a good wearer can cast finger of death once
per day."

I'm wondering if good and evil were switched there. Good Osiriani aren't too keen dealing with undead, I know, but control doesn't create them; it can stop and repurpose them. Meanwhile, Finger of Death seems like some pretty wicked necromancy. Or is the whole idea that the mask tempts them to do increasingly dark things?


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All NPC allies is a very long list. Those near their levels, not so much. Jackdaw and Shensen? They are on pretty good terms with Manticce Kaleekii in Vyre. I could see her coming up with something, but at what price?

PCs in Kintargo: diva, alchemist, and inquisitor.

In Charnelhome for sure: oracle and a weak npc

Awaiting character's saving throw: ranger.

Another factor is that I don't want a long Abyss adventure to undercut the last chapter of book 6's trip to hell.


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We finished Kintargo Contract with an excellent final battle against Mangvhune. Yay!

Then they fell for the trapped teleporter and several characters have gone to Shax's House of Pain. Ugh. Now what?

I feel a rescue/escape doing justice to Murder House would be a campaign unto itself. I don't think I want to give them an easy escape, but I don't want to say, welp, those characters are dead; roll up new characters for book 6 because you missed a willpower save. One of the players whose character missed his save wasn't even there to be in on the decision.

Did anyone else run into this? Or what would you have done if your group had?


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Is the creature on the cover a tophet?


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They freed Tetisurah, which was very nice of them.
Did they just unknowingly sacrifice all of Chisisek's module-finale treasure? It seems like Tetisurah will not be too keen on allowing them to march off with the loot.
I know she offers them her pectoral, but it would be a steep price to pay - including, I believe, 2 module-unique items - for opting to rescue her. Plus missing out on fighting two creatures, each with module-specific art!

They would still want to get all the way into the pyramid to learn information, but I'm wondering if Tetisurah would say, "Yes, do that. Incidentally, make sure you don't damage the golems."
Maybe that adds an interesting challenge.
[And then they would learn the information is reiteration of things they already know, but I can work with that.]

I can get treasure to the party in other ways; I'm even considering having Tetisurah **loan** Chisisek treasure to the group for the time it takes them to recover the body.
I'm just curious how other DM's elected to navigate this.


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I'm curious how this played out for other groups.

The heroes head out from Tephu for the Parched Lands. They're most likely on the river 12 days.
Then it's about 45 miles from Ipeq to get to the starting point on the map. It might be shorter from where they get off the boat and follow the tributary, but I'm guessing it's close to the same distance. That's about 4 hexes. Granting it to be the fastest-to-traverse terrain of plains, travel at average movement 30, that will be 20 hours. Would you call that two days of travel? A little faster if everyone has a camel or other mount, say a day and a half.

You've arrived in the Parched Lands!

Most likely they immediately fight the slaver gnolls and free the slaves. It seems like those people are really going to need an escort to Ipeq, unless the characters just point and say, "Good luck". The freed slaves are on foot, so it's at least two days in ideal conditions to Ipeq, then turn around again taking another 1.5 to 2 days to get back to the starting point.

There's not *really* a time crunch here, but the players have clues that the Cult is ahead of them in Chisisek's Tomb; it will feel like they are pressed for time. I'm guessing my group's characters will suck up the cost of being good and do right by the freed slaves, but it's probably going to be a pacing/morale hit to the players. This will add to them trying to explore as little of the exploration area as possible. Divinations will flow. They'll guess that the tomb is on the far side of the map (so I'll probably give them a larger hex page).

I'm curious 1) If I've missed anything major in understanding the timing and 2) whether other groups escorted the slaves and how that went. And 3) any suggestions about pacing the exploration. Thanks in advance.


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Obviously I'm playing through this module years after most have moved on. Thanks to those indulging me.

My group just completed the Dark Depository. I was worried they were going to groan at the idea of yet another library they need to go to, but some divinations had hinted at this and they are very excited about the puzzle to find the Vault of Hidden Wisdom. Someone remembered the model and they're feeling very pleased with themselves.

My question is looking ahead a bit to the desert and the thriae hive. 2 questions.
1: M3 of the hive reads "A thriae dancer and four thriae soldiers inhabit these chambers." Is that TOTAL or in each M3 chamber (there are 4 chambers labeled M3)? Obviously there is only one Xerippe.
It does also say "Most of these rooms are now empty..."
If it is just one that is occupied, it would have been nice to have it be labelled M3a or something.

2: Thriae "workers". Reading about the thriae here and elsewhere, it sometimes refers to workers as if they are a separate type of thriae (perhaps the "commoners" of the bee people). For example, the M3 room says "These chambers are the living quarters for the hive's workers, soldiers, dancers, and seers."
Yet there are no stats for "workers" anywhere that I can find and I know the other types tend to have secondary jobs, so maybe they are the workers. It's unclear to me.

I'm mostly just curious, and want to know how many to describe.


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My group is working through the various Tephu libraries. They are kind of wondering why they work for official permission, yet go in to have traps go off on them and monsters attack.

At the same time, I'm seeing treasure in the Dark Depository, such as scrolls. How is it that they can just take those items? And if they can take those items, can they take whatever they want, such as the Scrolls of Inquiry or some of the key scraps of evidence? This seems like it rewards the characters who are fine with ransacking the place.

I'm working on my own curator standard wording warnings, disclaimers, and permissions, but I'm curious what others may have said to their players/player characters about some of these things.


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Regarding the NPC Muminofrah, I'd like to commend some folks here for being sensitive to "fatphobic" stereotypes and concerns, but also invite a different way of thinking about her.

I love the character. She is full figured, self-confident, self-consciously spoiled, fun-loving, and brilliant. She has been given a part usually reserved for boring skinny chicks and has made it awesome. She is lusty and quirky from a love of life and the opportunities of privilege and choice, not remotely because of personality weakness or lack of self control.

I have given her Perform: Dance as this expression wonderfully suits what I see in her, and emphasizes that, while curvy, she is tremendously fit. I had her perform a bit of aerial silk dance on her way up a tower to start the chariot race which went over very well.

It's also important to realize that there's the strong but self-focused Muminofrah she shows on the surface which makes her opponents think they understand her and then an even stronger, canny political strategist beneath that, taking advantage of the cliche misperceptions and underestimations.

Making things even better, my group has a player character for whom she is the perfect foil.

My players love every time she appears, sometimes for comedy, but also for fun concern about her capriciousness, and then also deep respect for what they realize to be an exceptional astuteness behind it all. She has added a sense that the entire adventure path plot has greater depth.

I find her to be the very opposite of shaming or cliche, and one of the strongest, overall entertaining NPCs of all time.


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Right, right, Ravounel would not have come from Silver Ravens, but I'm wondering if Silver Ravens was chosen because of "Ravounel".

Like, hey, we're in Texas and we need a team name, how about...um...the Silver Texans!


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Does the name Ravounel have any name/word origin connection to "Raven"?

I've looked around and have not seen any discussion of this. Is it just an odd coincidence?


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Let me know if there's a better place for this question.

I've made many Hero Forge miniatures of npcs and some creatures from Pathfinder adventure path modules. For example, I have the full crew of the Wormwood from Skull & Shackles, The Wormwood Mutiny.

If I'm in no way selling anything, as far as Paizo copyright concern goes, am I allowed to post pictures of my versions of those Paizo characters on a forum open to the public? Or is that forbidden?
Is there some avenue of asking permission?
I realize I would also need to speak with Hero Forge.


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I'm grateful for the thoughts. I realize I get to choose, but, you know players, they like explanations on rule interpretations. It helps when I can say "these smart DMs I chatted with said..." So thank you.

One of the most helpful things you've now guided me to see is "single problem, philosophical issue, or memory". That's something solid to lean on arguing against applying the ability to research.

At the same time, two tv shows I'm thinking of for imagining how focused trance might look include Psyche and Limitless. In both cases their brains retroactively sift through the unconscious perceptions to put answers together.


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Well it takes all day, sure.
And then comes the time for the Knowledge: history check, oracle goes into the trance, comes out and makes the intelligence check with a +20 circumstances bonus.

I can even imagine the person spending the hours looking all over the library, and then using the trance to let his or her brain flash back over everything seen and compute the information.

I somewhat prefer it not to work, but it seems like it does. Unless somewhere it says the length of time rules out using focused trance?

"Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier."


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My group has reached the great library and begun research.

The Lore oracle in the group is super crushing the research with +20 to his knowledge:history check from Focused Trance. His first roll was a total of 51.

Is this a case where I just say, "Congratulations, you brought the right character archetype to this challenge,"? I'm okay with that; I just want to know if I'm missing some reason Focused Trance doesn't work on knowledge checks for research.


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It would be because your consciousness was in the ear.

I'm not saying I think it's great. I'm mostly trying to get a Rules As Written understanding before house ruling things.


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I think some of those questions are answered by "This functions like skinsend", but yes, I would have appreciated more clarity.

I'm leaning toward treating it something like insect spies in terms of the orders you give the little construct. Okay, yeah, your consciousness is along for the ride. The construct can perceive its surroundings, but you are only hearing things.

I haven't decided if your consciousness can communicate new orders to the construct along the way. "Stop here. Find a place to hide. I want to listen to this conversation."

I am grateful for your thoughts. It helps me know I'm not missing anything obvious.


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I'm getting the impression that not many people use this spell. :-)


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Earsend is a mix of horrifying, bizarre, and amusing. I want to be sure I understand how it works.

Tonight I had a player with Earsend as a new spell send his ear into some seacaves. The spell says the character can "hear as well as you normally could from your animated ear’s vantage point". I get that, no problem.

But I think it can also SEE? Because Earsend says the little construct works like skinsend, and skinsend says
"Your possessed skin is identical to you in all ways, except the following: It has only half the number of hit points you had at the time you cast the spell, and cannot be healed above this maximum; construct type, traits, and immunities; Str 3, Con —; DR 10/piercing or slashing; and compression (as the universal monster ability). Your skin can take any actions you could normally take in your own body (such as to fight or cast spells)."

Senses are not directly addressed, but would seem to fall under "identical to you" without being one of the exceptions. I guess, by the same logic, it can also talk?!

And if it indeed has construct traits, does that mean the ear has lowlight and darkvision?

If the ear cannot see, it's kind of useless as a scout beyond being a listening device you could place. But I'm interested to know if I'm interpretting the ear's senses correctly. Thanks in advance for all thoughts.


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Since no one else has asked, I suspect I might be missing a description of the elegiac compasses, but I'm trying to envision what they look like and how they work. If I'm missing the write-up, I'd be grateful for a page number.

I kind of get the idea that the elegiac compasses are large gear and metal contraptions too large to move (quite unlike the card game picture). Something like a large orrery? How big are we talking?

And, if you get one working, it points toward expenditures of necromantic energy. Is there an orienting arrow that is part of the machine? I think one post here talked about projecting a beam of light, but I'm guessing that's just someone's interpretation.


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I've read the discussion here about why the map of the Parchlands was not included. Okay. I don't need a detailed maps *of* the Parchlands, but I'm struggling to understand how to get *to* the Parchlands. I greatly appreciate rhythmist's homebrew map. That helps me see how one could approach the Parchlands from Okeno.
But I'm thrown by discussions of going back to Katheer to start the journey because that seems to put a mountain range between journey start and our approximate Parchlands location. Or is the idea that one would go back to Katheer to go to the Mysterium to get teleport help?
What did Lowls do?


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That's a solid consideration. Thank you.


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I'm looking at ship travel from Cassomir to Katheer. On page 20 of the module it says of this trip that "it takes a few months".

But I'm measuring the distance at about 500 miles, mostly by sea with some travel up-river.
If one goes by the [simplistic, I realize] general 48 miles per day Pathfinder rate, one would get there in 10.42 days.

I realize there are many variables and perhaps the section of river travel is slower, but 10.42 days is really far off from "months".
Am I missing something?


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I couldn't find the answer for days of reading, but of course I spot it just hours after posting the question here. The answer is in the description of C1. Yes, it's "an arch of stone that hangs over the pass itself forming a short, natural tunnel through the mountainside".

This was probably obvious to everyone else. Don't mind me.


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Menador Keep.

I'm trying to picture it.

If I'm standing in front of the west gate, I think I see a wall in front of me with the gates, a multi-story structure built into the north side of the gap, and I might or might not see the single-story stable and gate control area built into the south side of the gap.

What I don't know: Is there a big arch of natural stone over the gap?

Where is the Anvil of Unmaking? I'm not sure how the third level of the keep aligns with the other two. My best guess is that it is in the middle of the arch above the gap (if there IS an arch!). The map makes it look like level 3 is surrounded by stone. An arch alone collapsing doesn't seem like it would plug the gap for very long, so I'm thinking a substantial amount of stone comes down from both sides of the mountain?

Any help will be appreciated, thanks.


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I don't want to derail to a swarm discussion, but arrows can damage swarms just like any other weapon damage. Are you considering the bane damage an "effect" (another ambiguous term) as referenced in the rule below?

"A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects..."

I'm guessing you would not allow fire damage from a flaming sword (or arrow) to damage a swarm either? (It looks like that is another controversy)


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Apologies to anyone feeling this necros this thread, but I don't like starting a new thread when an issue ties in so directly to an old conversation. And this is a slight variant to the issue.

I had an in inquisitor shooting baned arrows into a globster. Globsters are immune to piercing damage.
Those who say "extra damage" is untyped would say the globster would take the bane damage (only) form such an attack.
Those who say the extra damage is MORE of the type already being inflicted, therefore more piercing damage, would rule that the baned arrow could not hurt the globster at all.

Let me know if I'm missing something from the conversation here (or elsewhere) but it looks like opinions are very much divided between the two interpretations and there is no errata, FAQ, or developer opinion to make the matter clear.

I'm really torn.
Just a few things pulling me each way:
- Bane is only a +1 enhancement, so this inclines me to limit its advantages
- But then it's an inquisitor "supernatural ability" which I think opens doors of possibility.
- I thought maybe "extra" was a key word, but I see that flaming weapons, for example, on a successful hit deal an "extra 1d6 of fire damage" and so there's not clarification there.
- But, I don't know, I don't think I like the idea of a vermin bane arrow scoring its 2d6 damage on a mosquito swarm. Or do I?
- Tie should probably go to the player, so I'm leaning toward allowing bane damage to go through in cases like this.

Given all that's been said in other posts above, does anyone have anything new to help clarify the division of views?


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Helpful, thank you.
Mostly I wanted to be sure I wasn't missing something semi-obvious.


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If I follow correctly, I can buy limbs with hands for an eidolon. I also need to take care of weapon proficiency one way or another. And I know eidolons can have equipment that appears and disappears with them. But is there a way for a weapon to actually be part of the eidolon?

This is mostly a fluff thing. I understand it might be more practical to just equip the eidolon with a manufactured sword which it holds onto. It's just important to the story that the eidolon is one with the sword.

What is the practical difference? I'm not sure. I guess it means the sword can't be enchanted like an item, but on the other hand it can't be destroyed either. Maybe it can't be disarmed?

Should/can this be purchased, or am I looking at probable hand waving?


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I super appreciate your response.

I'm leaning toward sticking to the town only being able to meet a maximum of three actions per day and I'll be extending the time before the attack to 20 or 24 days.

I think that will slow things down enough to be enjoyed while keeping some time pressure, and the characters will feel like they've invested more in Longshadow by the time of the battle (weeks instead of days, with ups and downs along the way) ; plus it gives more time roleplay and have at least some personal connections to Longshadow residents.
So much of war is waiting.

Some specifics for my group:
It was day 3 before they had won the verbal duel. Day 4 they worked on the town and there was no sabotage. It was only after that day of progress that the doppelgangers saw what these outsiders were able to do, held a meeting, and the next day set to work with their sabotage. So it was day 5 when all the PC efforts fell apart by the end of the day. It raised suspicions, but it was not clearly something nefarious, until it happened again on day 6.
At that point they couldn't put off the mayor any longer and they were off to Navah's. Better part of a day out. Explore tower. Figure out what's going on with Navah. Two of them Phantom Steed back to town. A couple hours trying to find someone with Restoration scrolls for sale. Phantom Steed back out. Rest of the day into the evening back to town.
Just like that it's day 9. That's where we're at.
They're enjoying the mystery of the sabotage. I'd like the solution to be a little more than making a couple skill checks one morning, but letting that mystery breath means more days of little to no progress. I want to allow time for that.

I guess I've answered my own question in regard to how I want to handle the timing, but it's still super helpful to read your thoughts to help hone my own. Thank you.


Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber
Grumpus wrote:
For preparing Longshadow for battle, is it 3 things per group per day? Or can each character do 3 things a day to help?

This question was asked and a helpful contributor said he believed it was 3 things per character per day, but.... is it?

That seems like waaaaay too many actions. What did you do today? I redesigned and oversaw construction on the city walls, taught the town militia how to fight, and overhauled the town supply system. I'm thinking about how long it is taking dozens of road workers to repair my town's downtown main street working 12+ hours per day with advanced equipment.

On the other hand, with only three actions for the whole party per day, and, for awhile, almost all of them being sabotaged, there's not going to be enough time to use more than one or two of the missions such as going to see about Navah and everything in "Undermining the Legion". Unless I give them more than 12 days, they're going to miss out on large (and interesting) chunks of the module.

Just taking it as written
"Each day the PCs spend in Longshadow, they can perform up to three actions from the list below (each requiring about 5 hours of time)."
On the one hand, you could work a 15 day. On the other hand, I don't think someone could effectively multi-task projects of this magnitude without an enormous support system. And the kicker for me is the plurals for "PCs" and "they" with the conspicuous absence of "each" between "they can" and "perform".

I know I'm running this module years after its release, but would be grateful to read other thoughts on this, and very grateful for game designer input! Thanks


Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

The cling ability just extended my question, but yes, the swarm attack description looks like the relevant piece. The stat block I was using just pasted in the blood drain rule, which included the "must grapple" element, and I let that throw me. Thanks for tuning me back in.

Fwiw, I allowed them the "escape death" option of hero points. Now they don't have that fall back against the dragon they're hunting. It ups the stakes in a good way.


Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

My small level 7 party got devastated by a tick swarm. I'm not sure if I judged it correctly.

Tick Swarms have blood drain
"Blood Drain (Ex)
The creature drains blood at the end of its turn IF IT GRAPPLES A FOE inflicting Constitution damage." (emphasis mine)

Swarms traits include:
"Traits: A swarm has no clear front or back ... Also, they cannot be tripped, grappled, or bull rushed, and THEY CANNOT GRAPPLE AN OPPONENT." (emphasis mine)

So is tick blood drain
1. Automatic, no grapple required. (nasty, but I suspect this is the answer)
2. a result of a special case where the tick swarm may make a grapple attack - although this seems unlikely since the tick swarm has no CMB (CMB -) and one would have to calculate it.
3. judged some other way I am missing

Thanks in advance


Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

I know this thread is old. I need to necro it in hope of dwtempest or someone else around who can help me with my confusion in the Savinth's Test room as I am running this now.

1. Is the "base of the statue" that has the 4 triangular depressions down at the floor level 115' down? Or at the -45' level? If it's at the -45' level, where can the characters stand? There doesn't seem to be any room.

2. What is the purpose of the circular platform in the center of the chamber at the -45' level? Are the characters meant to hop from the landing to the south, to the central circular platform, and then across to the "base of the statue"?

3. Regarding that acrobatics check to snatch triangular plates from the area behind the wall pushouts, wouldn't there be a possibility of getting smushed on a failure? How much damage would that do? (I can answer this one easily enough for myself, but was curious what the intent had been)

Thank you for this.
Add me to those with concerns about the difficulty of the serpentfolk in X1. I assumed (always foolish) it was in the CR6 range like the original and didn't think about it ahead of time. It cost the life of a loved player character and an animal companion (and nearly the whole team). My players were a little cheesed that the "guards at the entrance" were so powerful. My fault for not looking closely.

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