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I noted the attack bonus of the Promise Guards are particularly out of line (+38 is 3 over an extreme stat for a lvl 17 creature according the GMG). I brought them down to +33 as they already have an extreme armour class.


Wait ...

E7. Mengkare’s Archive
(...) Despite the presence of seating for up to 16 people, Mengkare has never allowed anyone else access to this room (or to the archive vault beyond)

E8. Archive Vault
(...) Mengkare will occasionally provide an individual with a unique archive pin that overrides this ward, allowing access into the vault.

What is it then ? Never anyone, or sometimes someone ? I'm confused.


Dwim wrote:
Thanks Fumarole, I'll likely do the same.

So I did, and they rolled -insanely- high (4 of their 5 attacks rolled the 16+ needed to hit, including two nat20), did more than 250 damage in a single turn. So they didn't really feel outmatched at all.

Well, they are going to get surprised later on :D


Thanks Fumarole, I'll likely do the same.


Also, for the small scene with the Manifestation, she's rolling initiative with a +37. I think the highest bonus in my players is a +29. Have your players even had a chance to do anything before she ended the encounter with her breath ?


I find that there's a bunch of battlemaps that are missing in this adventure (like the battles against the Uthuls or the Weathered Wail, the Xotanispawns, the Arena, ...).

Have you found inspiration elsewhere while prepping this adventure ?


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Dwim wrote:
But damn I'm trying to figure out the Temple of all gods architecture ... and it's confusing to say the least. And for once, the maps don't help.

Hey guys, I just want you to share that Linda (the author for this book) was kind enough to answer a question I asked on this forum about the incoherence between the temple description and the map. I share it (I think she would be fine with this) so that it can be useful to you as well.

Linda Zayas-Palmer wrote:

If I remember correctly from looking up my initial sketch, the original idea was that if H1-H5 were Floor 1, H6 was floor 2, H12 was below H6 but slightly above H1-H5, and H7-H11 was a basement level. But however you want to connect it for your group'll work just fine :)


Ed Reppert wrote:
This is why I love Harn's maps so much. The relevant elevations will be marked on the map.

Thanks you but ... what is this ? :D


But damn I'm trying to figure out the Temple of all gods architecture ... and it's confusing to say the least. And for once, the maps don't help.

So, if I understand correctly :
- The north part of the temple is inside the pillar.
- There's a short ramp going up from H5 directly into H12, but that's blocked.
- But you can go up from the stairs H5 to H11 (eventually).
- From H11 you can use stairs "leading through the walls, winding twice around the circumference [of the pillar?] to reach H12".

But how exactly can that short ramp go directly to the door in H12 if you have so much stairs to do H5 -> H11 -> H12 ?_?

I think the rest is fine, with H6 being at floor -1, and the large stair down in H12 going in deeper in the pillar to I1, but the exact position of the H12 room is really confusing.


I got a bit confused as well but Veshumirix seems to have arrived only more recently, "several years ago" (see the audience, p. 41). It probably makes more sense that way.


I think I'll modify those encounters slightly, I don't really want a severe encounter in that first room. I like the idea of having Low-Low-Moderate-Severe as encounters.
For I1, I'll put only two Undead.
For I2, I'll make Kradolaï elite and give her a Magma Guardian bodyguard.


Thanks !

Also : what happened with the balance of room I1 and I2 ?
I1 says "Low" encounter but there are 4 lvl 13 creatures, so that makes up for a severe encounter (120 XP) !
And I2 says "Low" encounter aswell, but there's only a level 13 Dalos in there, which is 30 XP.

Were levels kind of messed up ?


So, did everyone have a Neutral arcane caster able to wear Harral’s robe, or ... did your players skip the side quest and/or using the robe altogether ?


By the way, does anyone know how Barushak is able to summon a lvl 13 fiend ? I mean I know it's for the plot, but technically how can he ?


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The box itself is fantastic and a great introduction to RPG and/or PF2. I would give those two advice to new GM looking for tips:

1. You might want to look at Kyra's attribute repartition. Kyra is built as a Warrior Priest in the box (even if it's quite clear she isn't, she's never drawn with a shield or armor). That would be fine but her atrocious +1 STR makes her really, really bad at using the scimitar... and she has no attack cantrip or focus spell.

I would advise to give her at least +2 STR, for example by removing the point in CON, as she has enough HP.

2. The Mermaid trap is ... not fun. Thievery DC 20 means even Merisiel will need to roll a 13+ to deactivate one of the 3 mechanisms. It means 9 rounds on average of an annoying combat. Especially because on top of that ...

The mechanisms are way too solid. Hardness 8 is ridiculous, Kyra and Ezren have 0 chance to damage it unless they crank a slot, and Merisiel and Valeros need to roll very high or crit (AC 18!) to do 1-to-4 damage per strike.

To avoid this trap to bore you and your players, I advise to:
- lower the Thievery check to DC 17 (Hard DC for lvl 1)
- lower the Hardness to 5


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crognus wrote:

I created a rules supplement to allow players to use the warg puppies in Hellknight Hill as animal companions or familiars. It also includes a Citadel Altaerein upgrade that allows other classes to gain access to animal companions.

Age of Ashes - Warg Supplement

Any chance this would still be available somewhere ?


I like the suggestions, thanks. It's worth mentionning that I should probably read the entire plot again (aka, all 6 books), as it's a good idea to refresh my ming on how things are tied together.


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Probably one of the weirdest plot items is how the big boss at the end of a chapter always have the key to the next portal. In most cases, it doesn't make much sense at all.

The key to Mwangi is cool. They invaded using it, so it's a good way to get it.

The key to Kintargo is okay : it's owned by the descendants of the people that fought Dahak, that built the portals and have to defend them ... I guess it makes sense.

The key to Hermea is a stretch but why not. Uri got it from her sister that is on Hermea ... at least there's a reason why that guy would have it.

But I really don't like how people find the two other keys : they key to Kovlar on a gnoll in Ravounel, and the key to Katapesh on a dwarf in Kovlar... It's just a bit too cheap for me.

Did anyone find a good alternative ?