I was very excited When Pathfinder was announced. Not because I hated 4E or anything (I'm pretty much indifferent towards it) but because I glad that there would be something for those sticking with 3ed and I'm a huge fan of Paizo so I was curious to see what they came up with. I had a pretty solid list of things in 3ed that I wanted to see addressed and fixed and there was no better choice than Paizo to undertake that task. On top of which I knew they would deliver an incredibly high-quality product.
So Pathfinder Beta is finally here. This is the version that is supposed to be fairly "complete" and that Paizo wants the community to playtest. So after spending some time giving the pdf a once over, I and myself feeling very under-whelmed and quite honestly, somewhat letdown by the Paizo development machine.
I can summarize my disappointment as follows:
1. Failure to address core issues
Almost nothing on my "what needs to be fixed in 3ed list" has been addressed. This includes, but not limited to, multiclassed spellcasters, the 15-minute adventuring day, and high-level play.
Sure, some of the fixes they've done are nice - and needed: grappling, combat maneuvers, (some) skill consolidation - but I see these changes as giving the house a new coat of paint while the framework is still shaky.
I know Paizo has said they would still like to address some of these issues (even Lisa the CEO has made her feelings about high-level play known!) but to me, these things should have been addressed from the very start. They should have been the priority. They are not "Beta" fixes. In the software world, Beta, heck even Alpha, assumes all the major features you are introducing are already developed and are at least stable enough to use and test. Alpha is for testing and bug fixes. When the build gets to Beta, it is essentially a release candidate, meaning it's ready for prime-time assuming nothing catastrophic is found at the last minute.
In the development process, you prioritize your workload and feature list first. I feel Paizo (although ultimately, this is probably Jason Bulmahn) had their priorities backwards from the start. Revising the classes and races, for example, is the easy stuff but it doesn't addressed the core mechanics. It doesn't change the way the game is played, which I feel, is what 3ed needs.
2. Crunch overload
From what I've seen, the design philosophy for Pathfinder has been "more, more, more!" While options are fine, it's not what 3ed really needs at this point in time. I have more ranger variants than I can shake two scimitars at. I like a lot of the class and race revisions but I still feel like I'm talking to a used car salesman who is trying to distract me by cranking the car's sweet stereo so I can't hear the grinding sound coming from the engine.
There's a lot of nice, new, shiny crunch in Pathfinder but I find that I'm asking myself if it's really what I need. I have bookshelves full of class variants and I have my own. Is this really what I need Pathfinder to deliver? Unfortunately, the answer is a resounding "no".
What I do need are developers willing to look at the core of 3ed and fix it. I need developers to fix the things that I don't have the time to do myself. I don't need developers to spend their time further bloating an already heavily patch-worked system.
3. Change for change's sake
Along with the lack of addressing core issues and the massive amounts of new crunch, what I find most annoying is some of the things they did change didn't need to be changed at all. This further supports my feeling that the design goal at the start wasn't clear or well-defined.
Just to illustrate my point, take something as small as the Cleave feat. Did it really need to be changed. If you were to go about revising the 3ed ruleset, would you even think twice about feats like Cleave, or Great Cleave, or Combat Expertise? I think Mr. Bulmahn should have had a plaque made and hung it above his desk that said "if it ain't broke, don't fix it".
To take this one step further, did the barbarian need rage points? The barbarian, to me, was one of the most well-designed classes already. The mechanic might be sound but truely ask yourself, is this change needed.
Part of why I was excited for Pathfinder was that I was looking for a single resource, a single set of rules, for 3ed. But now I'm finding the more I read it, the more things I already want to houserule or change back to the way they were originally!
Conclusion
Trust me, I'm fully aware that nothing will make everyone happy. I'm fine with that. I also thing it's commendable what Paizo has undertaken with this process. I thought the open playtest would be a mess but they've certainly made it work and I fully support their decision to open the rules to the fans.
Perhaps some of my disappointment stems from the fact that I hold Paizo to such a high standard. I think they one of, if not the best, RPG publishers in the business right now. I want them to succeed. Which is why my enthusiasm for Pathfinder has waned the more and more I've seen in each release. I want Paizo to step up and create a memorable and lasting 3ed ruleset and truly improve the very core of the game. Superficial changes won't do that.
There is also the change that my goals don't coincide with Paizo's. And that's fine too. I hope it's not the case because I want to support them. But as of right now, Pathfinder isn't for me.
Well I wrote a longer post and the forums ate it, which isn't the first time. Very annoying.
Anyway, I'm making a rogue for an upcoming Pathfinder game I'll be playing in a I noticed very quickly that my rogue was shaping up quite differently than past rogues I've played.
Basically, my rogue had almost no need for Int anymore. With the skill consolidation (especially Search into Perception) and some skills changing stats (like Disable Device becoming Dex instead of Int), I really didn't Int at all.
In 3.5, I usually make Int the second highest stat for a rogue. With Pathfinder, there was almost no need.
Search definitely shouldn't be combined with Perception and it should also stay Int. It makes Perception way too powerful. I'm ok with Open Locks into Disable Device but it should be Int. I'd also like to see Jump stay as-is and just combine Tumble and Balance into Acrobatics.
So I'm creating a character for an upcoming Pathfinder game I'll be playing and I noticed something interesting: my rogue had almost no need for Int.
I've played a lot of rogues in 3ed and Int is usually my second-highest stat. I like characters with a lot of skills.
However, with the Pathfinder skills as they stand now, this changed dramatically. I made my rogue human and gave him a 14 Int - I usually don't like playing rogues with less than a 14 in Int.
This gave me 11 skill ranks (or 44 in 3.5). In 3.5, even this many skills still required some hard choices. With Pathfinder, I was able to put ranks into things like Swim (which I would never do previously), and still have all the skills I really wanted.
The biggest offenders are consolidation Search into Perception (thus becoming Wis-based instead of Int) and making Disable Device Dex-based instead of Int. I'd also like to see Jump removed from Acrobatics and staying Str-based.
But that's not to say it's a bad module per se - just that the Pathfinder bar is very high.
Of the four RotRL modules so far, this one has been my least favorite. It's interesting because Hook Mountain was one of the best modules I've read in a LONG time. FotSG just left me kind of "meh".
Spoiler:
The attack on Sandpoint was a nice start. Definitely lots of potential for action.
The design of the fortress and dungeons beneath just seemed kind of random. Lots of seemingly-unrelated encounters thrown together, one after another.
For example, there is a high-level kobold barbarian hanging out in one room, 2 red dragons in another room, 2 lamia clerics right next to them, and then 2 troll fighters. And they don't really seem to be doing anything. I mean they are just kind of there. I know there are explanations but they seem thin at best.
The lower level is similar. Lots of square rooms connected by corridors with a different creature in each - a giant, golem, nasty undead ogre thing, weird furnace demon, and then a couple of evil demon dogs. *shrugs*
I haven't ran it yet but it strikes me as a serious meat-grinder. Once the players get inside the dungeon, the baddies are continuous and there is almost no place for the characters to rest.
Dunno, I just the overall dungeon ecology of this module seriously lacking. There was no interaction between the occupants or good explanations as to why they were there or what they did before the adventurers showed up to slaughter them.
I think this would be the first module in the series that I significantly change, especially the library dungeon level. Apart from having a lot of random encounters, I felt it lacked flavor. It didn't feel like an ancient library at all. Compare this dungeon design to the assault on the Fort in Hook Mountain, Foxglove Manor in Skinsaw, or Thistletop in Burnt Offerings. Those locations are AWESOME. They are great locations because they have unique features, are written in a way that oozes flavor (Foxglove feels haunted), and the occupants make sense.
On an final note, I'd like to emphasize this "criticism" is from a customer that has been immensely impressed with the Pathfinder series so far. The writing and design has been great, which is why I was surprised feeling the way I did after reading this module.
Hi all, I'm getting ready to start a RotRL campaign and I want to tone down the use of prestige classes. However, I would like to expand the core class options for the players as well make multi-classing more attractive. I'll probably lax the multi-class restrictions and use some of the variants from Unearthed Arcana.
So, what base classes are you allowing in your Pathfinder campaign? I definitely want to allow the Warlock and Favored Soul.
Any other classes that you feel are a good fit for Pathfinder that I should I consider? Thanks!
While I didn't think I would run another 3.5 campaign until 4E arrived, I'm sick of waiting and I'm digging Pathfinder so much. Hook Mountain totally put me over the top!
Anyway, if I do run another 3.5 campaign, I want to shake things up, and I don't mean just add a bunch of new classes.
I will definitely add an action point system, probably replace the druid with the PHB2 variant, and use some kind of variant casting system (spell points, Arcana Evolved, etc).
So what variant rules are people using for their Pathfinder campaign?
My party has some issues to deal with (see the "confrontation with Zenith" thread) but assuming everything goes according to plan, did you let the PC's keep Zenith's items?
It wasn't clear to me in the module whether the players would be allowed to keep Zenith's items. If Davked is happy with the PC's, he could present them with Zenith's items because "he won't be needing them any more".
But I'm also wondering if Gortio/Vhalantru would let the items fall into the PC's hands.
So my players finally got to Zenith last night. They open the door to his room and hold at the doorway while they talk to him. He mutters some random things and the wizard quickly concludes that he has "lost it". The dwarf bbn/ftr downs a couple of potions.
After some more conversing but not really getting anywhere, the cleric casts hold person. Ok, fair enough. Not too unexpected. Zenith might have to make a few saves but it will only last 7 rounds and he should come out of it to fight them.
They spend another couple of rounds (while Zenith fails a couple more saving throws) discussing tactics and then the monk rushes next to Zenith. Roll init.
A couple of the PC's close in and then the monk acts.
He coup de grace's Zenithg!
Whoa. Not what I expected. The player did have a case about why he did it and it was legit. Basically, the monk is new to the group and wasn't around at the beginning of the quest. He didn't know they needed to take Zenith alive. Being LG and seeing all the hanging corpses, he took justice into his own hands. He dished out like 20 points of damage and Zenith failed his Fort save. Dead.
This won't really matter to the Cagewrights as long as they get the body back but depending on what the PC's do, it will definitely affect what kind of reward they get, if any. They do have a raise dead scroll as well so I'm curious if they'll use it on Zenith.
I'm just wondering what some of the parties look like that have started the AoW.
Also, how necessary is a balanced party? I'm currently running the Shackled City and luckily, the party pretty much has all the bases covered. My fellow players and I are just starting to throw out character ideas so I'm wondering if we'll have any major difficulty if we have some missing abilities in the group.
So my players are now recklessly approaching the central shrine of Bhal-Hamatugn. They tussled with the ferryman but he escaped and swam to the shrine and knocked on the high priestess's chamber to be healed, along with alterting the entire place.
The group took out the front guards and interrogated Cherrit and White-Eye (rather well actually). They know that Zenith is here and that there is a large chamber in the center.
I don't anticipate my players slowing down any though. I've given them some warning and they have an idea that the next session will be action-packed. So what I'm looking for is just some ideas on what I can expect if my group charges headlong in this room. Here's the situation as it stands right now:
There are 4 whips and 4 soliders in the room along with the ferryman. He's been healed and was told by Mangh to wait in the room with the whips and alert her when the PC's arrive. The whips have lightning bolts charged and ready. The ferryman will join the fray after he alerts Mangh.
After 20 rounds (2 minutes), Aushanna will arrive. I anticipate the PC's will still be in the room. The battle will take a few rounds and they'll probably spend some time searching the room. Mangh knows Aushanna will be arriving and will wait so that Aushanna can soften them up.
After being alerted, Mangh will start to cast her buff spells and put on her armor. I'll stick to the 5 minute arrival time from the module. I also added a bodyguard/assistant for Mangh in my AP tweaks thread (I did remove another NPC in doing so). It makes this encounter that much more difficult but my BBEG's don't travel alone. Period.
So is this a certain TPK? My group is pretty tough: 7th level dwarf bbn/ftr, cleric, rng/rog, wizard, and 6th level monk, but they definitely have a tendency to barge into things.
In the upper level (5C) of area 5 (the huge shrine room), there are 3 platforms. The two on the right and left have staircases descending to area 5B. The middle section leads to areas 17 and 18. Areas 15 and 16 are on the same level but don't connect to areas 17, 18, or 19.
My question is how the heck does Zenith and the PC's get up there? The teleportation circle only leads to 5B and there are no other staircases up there. Is it expected that the PC's will have to climb or fly up there?
Well it’s been a while since I posted in here but my group was on a short hiatus but it’s looking like I’ll be starting Zenith Trajectory in a week or so. And, as usual, I’ve exercised some creative license and given a lot of the baddies a nice GlassJaw makeover.
First, some background on my experience with the Adventure Path so far, especially the Kopru Ruins. My group had a tough time with Life’s Bazaar but got through it without any casualties. Tongue-Eater, from Flood Season, was probably the single most difficult encounter they’ve faced so far - thanks to my feralized version of TE of course ;>). Except for the skeletal t-rex, however, they walked through most of the Kopru Ruins.
I had a few complaints with the Kopru Ruins:
Too many mooks. The mooks in the ruins were useless. They just slowed the pace down and everyone was sick of dealing with them after a while. The group went through two whole sessions where all they did was fight mooks. I also don’t like the fact that all the mooks had masterwork gear. I’d rather give the players another magic or two that they’d actually use rather than having them haul back 20 masterwork rapiers to sell in town. It’s crazy from an economic standpoint and takes time in-game.
BBEG’s without allies or with ineffective allies. The battles with the three Ebon Triad members definitely didn’t go as I had planned. Tarkilar was a joke. Even if the BBEG’s CR is higher than the PC’s, being outnumbered is a huge disadvantage. He hardly took any actions in the battle. The Triel battle was good but still not really a challenge. Even with good rolling, the PC’s could all but ignore the mooks. Triel made the strongest melee fighter in the group run in fear and they still won with minimal damage. I tweaked Skaven quite a bit and had him cast fear with his first action. He made 3 out of the 5 party members run but the dwarf bbn/ftr and one of the clerics that remained still took him and his minions down. The harpoon spider couldn’t really much of anything since his BAB was so low. They did get smacked around quite a bit by the skeletal t-rex though.
So without further adieu, here are my tweaks for AP3 - Zenith Trajectory.
Some general comments: I used a lot of material from the Forgotten Realms Underdark book, including the general stats for the kuo-toa themselves. Kuo-toa in the FR get EWP (pincer staff) as a bonus feat. I also used a couple of prestige classes from Underdark as well.
First, the mooks:
Kuo-Toa Soldier, Rog1: CR 3; Medium monstrous humanoid (aquatic); HD 2d8+1d6+6; hp 16-28; Init +6; Spd 20 ft., swim 50 ft.; AC 20 (+2 Dex, +6 natural, +2 shield), touch 12, flat-footed 16; Base Atk +2; Grp +5; Atk Shortspear +5 melee (1d6+3) or bite +5 melee (1d4+3) or light crossbow +4 ranged (1d8); Full Atk Shortspear +5 melee (1d6+3) and bite +0 melee (1d4+1); Space/Reach 5 ft./5 ft.; SA Sneak attack (1d6); SQ Adhesive, immunity to poison and paralysis, light blindness, resistance to electricity 10; AL NE; SV Fort +4, Ref +7, Will +6; Str 16, Dex 15, Con 15, Int 12, Wis 16, Cha 6.
Languages: Aquan, Dwarven, Kuo-Toan, Undercommon.
Skills and Feats: Craft (any) +5, Escape Artist +8*, Hide +4*, Listen +10, Move Silently +5*, Search +5, Spot +10, Swim +7*, Tumble +5*; AlertnessB, EWP (pincer staff)B, Great Fortitude, Improved Initiative.
*includes -2 armor check penalty (-4 for Swim).
Possessions: shortspear, heavy wooden shield with adhesive (Reflex DC 13), light crossbow, 10 bolts.
Kuo-Toa Pincer, Ftr1: CR 3; Medium monstrous humanoid (aquatic); HD 2d8+1d10+12; hp 22-38; Init +1; Spd 20 ft., swim 50 ft.; AC 17 (+1 Dex, +6 natural), touch 11, flat-footed 16; Base Atk +3; Grp +6; Atk Masterwork pincer staff +8 (1d10+4 plus grapple) or bite +6 melee (1d4+3); Full Atk Masterwork pincer staff +8 (1d10+4 plus grapple) and bite +1 melee (1d4+1); Space/Reach 5 ft./10 ft.; SA Pincer staff (grapple); SQ Adhesive, immunity to poison and paralysis, light blindness, resistance to electricity 10; AL NE; SV Fort +5, Ref +4, Will +6; Str 17, Dex 13, Con 16, Int 12, Wis 16, Cha 6.
Languages: Aquan, Dwarven, Kuo-Toan, Undercommon. 9
Skills and Feats: Climb +6, Craft (any) +5, Escape Artist +9, Listen +8, Move Silently +6, Search +5, Spot +12, Swim +11; AlertnessB, EWP (pincer staff)B, Combat Reflexes, Toughness, Weapon Focus (pincer staff).
Possessions: masterwork pincer staff.
Kuo-Toa Whip, Clr2: CR 4; Medium monstrous humanoid (aquatic); HD 4d8+8; hp 19-40; Init +1; Spd 15 ft., swim 50 ft.; AC 23 (+1 Dex, +6 natural, +4 armor, +2 shield), touch 11, flat-footed 22; Base Atk +3; Grp +6; Atk Morningstar +6 melee (1d8+3) or bite +6 melee (1d4+3); Full Atk Morningstar +6 melee (1d8+3) and bite +1 melee (1d4+1); Space/Reach 5 ft./5 ft.; SA Lightning bolt; SQ Adhesive, immunity to poison and paralysis, light blindness, resistance to electricity 10; AL NE; SV Fort +5, Ref +6, Will +10; Str 16, Dex 12, Con 15, Int 10, Wis 19, Cha 8.
Languages: Aquan, Kuo-Toan, Undercommon.
Skills and Feats: Concentration +6 (+10), Escape Artist +3* Listen +11, Search +4, Spot +15, Swim -1*; AlertnessB, EWP (pincer staff)B, Combat Casting, Lightning Reflexes.
*includes -6 armor check penalty (-12 for Swim).
Lightning Bolt (Su): Two or more whips can generate a stroke of lightning every 1d4 rounds. The whips must join hands to launch the bolt but need only remain within 30 feet while it builds. 1d6 points per whip, Reflex save for half (DC 11 + highest Wis mod + number of whips).
Spells Prepared (4/3+1, base save DC = 14 + spell level): 0 – cure minor wounds, detect magic, read magic, mending; 1st – command, doom, protection from good*+, shield of faith.
*Domain spell. +Evil spell.
Domains: Destruction (smite 1/day, +4 to attack, +2 to damage), Evil (cast evil spells at +1 caster level).
Possessions: morning star, scale mail armor, heavy wooden shield, divine scroll (bear’s endurance, cure moderate wounds).
As you can see, I added some fighters to the ranks. I wanted some of the mooks to use pincer staffs. I thought some fighters with pincer staffs to grapple the PC’s along with the rogues would spice things up a bit. The mooks still might not have much of a chance against the PC’s but at least they’ll be a bit more fun to run.
You can also see that I modified their equipment substantially. I didn’t want the whips to each have a suit of banded mail +1. To compensate, I did give some better gear and treasure to the higher-level baddies.
Aabhaca the Ferry-keeper, Male Kuo-Toa Mnk5: CR 7; Medium monstrous humanoid (aquatic); HD 7d8+14; hp 11; Init +2; Spd 30 ft., swim 50 ft.; AC 26 (+2 Dex, +4 Wis, +6 natural, +1 Dodge, +1 monk, bracers of armor +2), touch 18, flat-footed 23; Base Atk +5; Grp +12; Atk Masterwork pincer staff +9 melee (1d10+4) or unarmed strike +8 melee (1d8+3) or bite +3 melee (1d4+3); Full Atk Pincer staff +9 melee (1d10+4) and bite +3 melee (1d4+1), or unarmed strike +7/+7 melee (1d8+3) and bite +3 melee (1d4+1); Space/Reach 5 ft./5 ft.; SA Pincer staff (grapple), stunning fist (5/day, DC 17); SQ Adhesive, amphibious, evasion, immunity to poison and paralysis, keen sight, ki strike (magic), light blindness, purity of body, resistance to electricity 10, slippery, slow fall 20 ft., still mind; AL LE; SV Fort +6, Ref +9, Will +11 (+13 vs. enchantments); Str 16, Dex 15, Con 14, Int 12, Wis 18, Cha 6.
Languages: Aquan, Common, Kuo-Toan, Undercommon.
Skills and Feats: Escape Artist +10, Hide +12, Listen +14, Move Silently +12, Search +5, Sense Motive +8, Spot +18, Swim +11; AlertnessB, EWP (pincer staff)B, Deflect Arrows, Dodge, Improved Grapple, Improved Unarmed Strike, Stunning Fist.
Possessions: masterwork pincer staff, bracers of armor +2.
Aabhaca didn’t get changed too much. I did give him Improved Grapple though. I figured that if he knocked someone into the water, he would grapple them. My players hate being grappled so they’ll love me for this.
Mangh-Michto the High Priestess, Female Kuo-Toa Clr5/Sea Mother Whip 4: CR 11; Medium monstrous humanoid (aquatic); HD 11d8+33; hp 91; Init +1; Spd 15 ft., swim 50 ft.; AC 26 (+1 Dex, +6 natural, +9 armor), touch 11, flat-footed 25; Base Atk +8; Grp +10; Atk +1 pincer staff +12 melee (1d10+4 plus grapple); Full Atk +1 pincer staff +12/+7 melee (1d10+4 plus grapple); Space/Reach 5 ft./10 ft.; SA Lightning bolt, pincer staff (grapple); SQ Adhesive, immunity to poison and paralysis, light blindness, resistance to electricity 10; AL NE; SV Fort +11, Ref +6, Will +16; Str 15, Dex 12, Con 16, Int 10, Wis 21, Cha 8.
Languages: Aquan, Kuo-Toan, Undercommon.
Skills and Feats: Concentration +13 (+17), Escape Artist +7*, Knowledge (religion) +5, Listen +7, Spellcraft +8, Spot +11, Swim +*6; AlertnessB, EWP (pincer staff)B, Combat Casting, Greater Spell Focus (necromancy), Scribe Scroll, Spell Focus (necromancy).
*includes -2 armor check penalty (-4 for Swim).
Punish the Infidels (Sp): Every opponent within 30 feet suffers the effect of a doom spell (CL 4, Will DC 16).
Independent Lightning Bolt (Su): Generate lightning bolt once every 2d4 rounds on her own, 4d6 damage, Reflex save for half (DC 19).
Inspire the Faithful (Sp): Every ally within 30 feet receives the effect of an aid spell (CL 4).
Spells Prepared (6/6+1/5+1/4+1/3+1/2+1, base save DC = 15 + spell level): 0 – cure minor wounds x2, detect magic x2, read magic, resistance; 1st – cure light wounds x2, divine favor, entangle*, entropic shield, protection from goodE, shield of faith; 2nd – bear’s endurance, bull’s strength, hold person, owl’s wisdom, shatter*, silence; 3rd – bestow curseN, contagion*EN, deeper darkness, dispel magic x2; 4th – control water, cure critical wounds, divine power, unholy blight*E; 5th – dehydrate*N, slay livingN, spell resistance.
*Domain spell. EEvil spell.
NNecromancy spell. The DC for these spells is 17 + spell level (also inflict spells).
Domains: Destruction (smite 1/day: +4 attack, +9 damage), Evil (cast evil spells at +1 caster level), Watery Death (smite nonaquatic create 1/day: +5 attack, +9 damage).
Possessions: +1 mithril full plate, +1 pincer staff of the watery grave (12 charges), divine scroll (cure serious wounds, freedom of movement, invisibility purge), holy symbol.
Mangh-Michto, buffed: HD 11d8+55; hp 113; AC 29 (+1 Dex, +6 natural, +9 armor, +3 deflection), touch 14, flat-footed 28 (20% miss chance vs ranged attacks); BAB +8; Grp +12; Atk +1 pincer staff +13 melee (1d10+7 plus grapple); Full Atk +1 pincer staff +13/+8 melee (1d10+7 plus grapple); SQ SR 21; SV Fort +13, Ref +6, Will +18; Str 19, Con 20, Wis 25. Concentration +15 (+19), Swim +8*. Save DC 17 + spell level, 19 + spell level for Necromancy spells.
• bear’s endurance (9 mins), bull’s strength (9 mins), entropic shield (9 mins), owl’s wisdom (9 mins), shield of faith (9 mins), spell resistance (9 mins).
Mangh-Michto, buffed w/ divine favor & power: HD 11d8+64; hp 122; AC 29, touch 14, flat-footed 28 (20% miss chance vs ranged attacks); BAB +11; Grp +16; Atk +1 pincer staff +20 melee (1d10+11 plus grapple); Full Atk +1 pincer staff +20/+15/+10 melee (1d10+11 plus grapple); SQ SR 21; SV Fort +13, Ref +6, Will +18; Str 21, Con 20, Wis 25. Concentration +15 (+19), Swim +9*. Save DC 17 + spell level, 19 + spell level for Necromancy spells.
• bear’s endurance (9 mins), bull’s strength (9 mins), divine favor (1 min), divine power (9 rounds), entropic shield (9 mins), owl’s wisdom (9 mins), shield of faith (9 mins), spell resistance (9 mins).
I changed Mangh-Michto a lot, including changing her to female just to mix things up. The Sea Mother Whip PrC is from Underdark. I upped her one level as well. My group has 5 players and they’re pretty powerful so I usually boost the power level slightly here and there. I changed her feats around as well. I gave her Scribe Scroll because I found it interesting that all the whips carried scrolls but no one had Scribe Scroll. The staff of the watery grave is an item from Underdark. It contains spells from the Watery Grave domain (also from Underdark). It’s a very powerful item but I gave it very few charges and technically, the PC’s won’t be able to use it because none of the spells it contains will be on any of their spell lists.
I statted out her stats with divine power and favor separately because those have the shortest duration and most likely she will cast those right before, or during, combat.
Hagu-Shoigu the Inquisitor, Male Kuo-Toa Mnk3/Inquisitor of the Drowning Goddess 4: CR 9; Medium monstrous humanoid (aquatic); HD 9d8+18; hp 66; Init +2; Spd 40 ft., swim 50 ft.; AC 25 (+2 Dex, +4 Wis, +6 natural, +1 monk, ring +2), touch 19, flat-footed 23; Base Atk +7; Grp +19; Atk Unarmed strike +12 melee (1d8+5) or bite +12 melee (1d4+5); Full Atk Unarmed strike +11/+11/+6 or +12/+7 melee (1d8+5) and bite +7 melee (1d4+3); Space/Reach 5 ft./5 ft.; SA Grappling adhesive, mark of the outcast 1/day (Will DC 11), pain touch, stunning fist (4/day, Fort DC 18), weakening touch; SQ Adhesive, amphibious, devoted mind, evasion, fear aura, immunity to poison and paralysis, keen sight, light blindness, resistance to electricity 10, slippery, still mind; AL LE; SV Fort +9, Ref +12, Will +14 (+18 vs. glamers, +20 vs. enchantments); Str 18, Dex 14, Con 14, Int 10, Wis 18, Cha 8.
Languages: Aquan, Kuo-Toan, Undercommon.
Skills and Feats: Concentration +10, Escape Artist +10, Intimidate +11, Knowledge (religion) +4, Listen +9, Move Silently +6, Sense Motive +16, Spot +13, Swim +12; AlertnessB, EWP (pincer staff)B, Combat Reflexes, Improved Grapple, Improved Unarmed Strike, Pain Touch, Rapid Stunning, Stunning Fist, Weakening Touch.
Fear Aura (Su): 1/day; 20 foot radius; aura lasts 3 rounds and a new saving throw is required each round (Will DC 13) or be affected by a fear spell (CL 4).
Grappling Adhesive (Ex): +4 bonus to start or maintain a grapple and disarm checks.
Possessions: amulet of fists +1, ring of protection +2.
Hagu is a brand new BBEG and is Mangh’s right-hand man. As written, the PC’s encounter Mangh alone in her chamber. That’s no good in my book. Hagu is a grapple specialist. The Inquisitor PrC is also from Underdark and grants bonuses to grapple. For those with Underdark, you might notice that I added the Inquisitor levels to his monk levels to determine unarmed damage, number of attacks, speed, and AC bonus, even though the PrC doesn’t grant those as written. I’m a bastard - sue me. He also has some feats from the Complete Warrior. His tactics are to use his stunning fist attacks (Weakening Tough/Pain Touch) and then start grappling.
Because I added Hagu, I removed Hlanamm. I just didn’t see the point of him. I also felt he was somewhat weak and wouldn’t pose much of a challenge.
Saagogoi the Hunter, Male Kuo-Toa Rog3/Asn3: CR 8; Medium monstrous humanoid (aquatic); HD 2d8+6d6+16; hp 50; Init +7; Spd 20 ft., swim 50 ft.; AC 22 (+3 Dex, +6 natural, +3 armor), touch 13, flat-footed 22; Base Atk +6; Grp +9; Atk MW dagger +10 melee (1d4+3) or bite +9 melee (1d4+3) or hand crossbow +10 ranged (1d4); Full Atk MW daggers +10/+5 or +8/+8/+3 melee (1d4+3) and bite +4 melee (1d4+1); Space/Reach 5 ft./5 ft.; SA Death attack (DC 16), poison, sneak attack +4d6; SQ Adhesive, amphibious, evasion, immunity to poison and paralysis, light blindness, keen sight, resistance to electricity 10, slippery, trap sense +1, uncanny dodge; AL LE; SV Fort +4, Ref +12, Will +7; Str 16, Dex 16, Con 14, Int 16, Wis 14, Cha 6.
Languages: Aquan, Common, Draconic, Dwarven, Kuo-Toan, Undercommon.
Skills and Feats: Climb +10, Craft (poison), Disguise +2, Escape Artist +12, Hide +19, Jump +8, Listen +12, Move Silently +14, Search +12, Spot +19, Swim +12, Tumble +14. AlertnessB, EWP (pincer staff)B, Improved Initiative, Point Blank Shot, Two-Weapon Fighting.
Spells Prepared (3/1): 1st –ghost sound, true strike x2; 2nd – invisibility.
Possessions: +1 leather armor of shadow, slippers of spider climb, 4 masterwork daggers (2 with poison), masterwork hand crossbow, 10 bolts (4 with poison), 2 doses of large scorpion venom poison (DC 18, 1d6 Str/1d6 Str).
I changed Saagogoi from a monk to a rogue for two reasons: one, because I added Hagu, a monk, and two, so he would have more sneak attack damage. As stated in the module, Saagogoi is going to stalk the PC’s. I figured the rogue levels would make him more effective at this. I also added the shadow property to his armor to boost his hide skill. And as you can see from most of my baddies, I’m not a fan of Weapon Focus for non-melee types.
And in a uncharacteristic show of good will, I changed the shadow essence poison to scorpion venom. I didn’t want anyone to permanently lose a point of Str. That’s just frustrating for a player in my opinion.
Zenith Splintershield, Dwarf Ftr7/Dwarven Defender 3: CR 10; Medium humanoid; HD 7d10+3d12+43; hp 110; Init +2; Spd 20 ft.; AC 24 (+1 Dex, +9 armor, +3 shield, +1 Dodge), touch 12, flat-footed 23; Base Atk +10; Grp +14; Atk +1 adamantine dwarven waraxe +16 melee (1d10+7/19-20/x3); Full Atk +1 adamantine dwarven waraxe +16/+11 melee (1d10+7/19-20/x3); Space/Reach 5 ft./5 ft.; SA Sunder (+20); SQ Defensive stance 2/day, dwarven traits (+2 bonus vs poison and spells), uncanny dodge; AL LE; SV Fort +12, Ref +5, Will +4; Str 19, Dex 14, Con 18, Int 10, Wis 8, Cha 12.
Languages: Common, Dwarven, Kuo-Toan.
Skills and Feats: Intimidate +10, Jump + 7*, Sense Motive +2, Speak Language (kuo-toan), Spot +2. Dodge, Endurance, Improved Critical (dwarven waraxe), Improved Sunder, Power Attack, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
*includes -6 armor check penalty.
Possessions: +1 full plate, +1 heavy steel shield, +1 aberration bane adamantine dwarven waraxe, amulet of health +2, gauntlets of ogre power +2, sphere of the unseen.
Zenith Splintershield, defensive stance: hp 130; AC 28 (+1 Dex, +9 armor, +3 shield, +1 Dodge, +4 defensive stance), touch 16, flat-footed 23; Base Atk +10; Grp +15; Atk +1 adamantine dwarven waraxe +17 melee (1d10+8/19-20/x3); Full Atk +1 adamantine dwarven waraxe +17/+12 melee (1d10+8/19-20/x3); SA Sunder (+21); SV Fort +16, Ref +7, Will +6; Str 21, Con 22.
I actually didn’t do a lot to Zenith himself. I did redo his abilities with 28 point-buy though. Since the PC’s will be fighting Zenith alone, I wanted to boost him a bit. Other than that, the only other major change I made was to swap out Quick Draw with Improved Sunder and make his waraxe adamantine. Once again, I’m sure to win some fans from my group. One of the players in my group is a dwarf who uses a dwarven waraxe and he’s been dying to find a magical one. I figured this would be a nice little reward, even though there are very few aberrations in the AP.
Dhorlot the Dragon-Father, black dragon, young adult: CR 9; Large dragon (water); HD 16d12+48; hp 165; Init +0; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 24 (–1 size, +15 natural), touch 9, flat-footed 24; Base Atk +16; Grp +24; Atk Bite +19 melee (3d6+4); Full Atk Bite +19 melee (3d6+4) and 2 claws +17 (1d8+2) and 2 wings +17 melee (1d6+2) and tail slap +17 (1d8+6); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA breath weapon, bull rush, frightful presence, spell-like abilities (darkness), spells, sunder (+23/+27); SQ blindsense, DR 5/magic, immunity to acid, paralysis and sleep, keen senses, SR 17, water breathing; AL CE; SV Fort +13, Ref +10, Will +11; Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12.
Languages: Draconic.
Skills and Feats: Concentration +16, Diplomacy +9, Hide +15, Intimidate +16, Listen +15, Knowledge (nature) +10, Move Silently +15, Search +10, Sense Motive +8, Spot +15, Swim +14; Clinging Breath, Improved Bull Rush, Improved Natural Weapon (bite), Improved Sunder, Multiattack, Power Attack.
Spell-Like Abilities: 3/day – darkness (50’ radius).
Sorcerer Spells Known (cast 5/4; CL 1, DC = 11 + spell level): 0 – daze, detect magic, ray of fatigue, read magic; 1st – mage armor, shield.
Blindsense (Ex) [60‘]: Uses keen sense of smell and hearing to pinpoint creatures or objects (still requires a line of effect).
Breath Weapon (Su): Line of acid (5 ft. high/wide), 80 ft. range, DC 21 Reflex save for half, 10d4 acid damage. Cling Breath: Half damage repeated 1 round later. Can be used once per 1d4+1 rounds.
Frightful Presence (Ex): The ability takes effect automatically whenever the dragon attacks, charges, or flies
overhead. Creatures within a radius of 150 feet are subject to the effect if they have fewer than 16 HD. A potentially affected creature that succeeds on a Will save (DC 19) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken (-2 attacks, saves, skills, ability checks) for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Immunities (Ex): Immunity to acid, paralysis effects and sleep.
Keen Senses (Ex): Four times human in shadowy illumination, two times normal light, darkvision 120 ft.
Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Treasure: scroll of dismissal, cloudkill, and wall of fire, potion of bear’s endurance, potion of cure serious wounds, potion of displacement, oil of keen edge, minor ring of energy resistance (electricity), wand of see invisibility (22 charges).
Ahh, good old Dhorlot. I’ll start by saying that black dragons are my favorite and I’m pretty unforgiving when it comes to running dragons. Even though he’s the same CR, Dhorlot got a huge power boost.
First off, there is no way I’m going to have him sitting in a 25’x25 room. I’m actually going to have the room open up into a cavern filled with water. If he heard the PC’s, he’s going to be hiding underneath the water (having cast mage armor and shield on himself). Secondly, my dragons don’t have Weapon Focus. Since he is very melee-focused, I gave him Multiattack and Imp Multiattack. Improved Natural Weapon should go along with Imp Sunder nicely. And to top it off, I gave him my favorite feat from Draconomicon: Clinging Breath. There’s nothing like some acidic sludge to stick to you for an extra round. I did add to Dhorlot’s treasure but I’m actually thinking about throwing something else in.
Phew! That should do it. If anyone has any questions, comments, or suggestions, let me know!
Hopefully tonight is the last session spent in the Kopru Ruins for my group. They have spent the past 3 sessions in the ruins. In the first session they encoutered Triel fairly quickly (after setting off the alarm of couse). The past two weeks have been spent dealing with every mook in the place.
Two weeks ago, after defeating Triel, they successfully navigated the ruins so that they would encounter nothing mooks. I told them there weren't many mooks left and that the next session (last week) should be much more exciting. Boy was I wrong. After searching Skaven's room (he's waiting for them with the spiders) and defeating his elemental, they met the last of the mooks. *yawn* Endless mooks bore me to death.
I also stopped giving all the mooks masterwork items. It was just getting ridiculous.
So tonight the only areas they have left are the large room with the slaad, the spider caverns, and the undead caverns. They almost went in each of the cavern areas but backed off at the last minute. Just go in already!!!
Just curious about what some other groups named themselves.
My group went without a name until after the Lucky Monkey. Tongue-Eater claimed the first kill of the AP (the rogue) who was replaced by another cleric of St. Cuthbert (there are now 2 clerics of St. Cuthbert in the party).
Knowing they needed a name for Skie's Treasury, the party started throwing out some names, eventually deciding on...
Cauldron's Faithful
Everyone in the group liked it except for the dwarf but he was overruled. I thought it was a really good name but it will certainly gain the group some attention, both good and bad. ;>)
Because of their name, I actually plan to speed up how quickly they become known in Cauldron.
So all the Alleybashers and thugs are running around with masterworks swords and rapiers and shields. My players cleaned out the Lucky Monkey and even though about half of the thugs ran away, they still ended up with 3,000+gp worth of gear. They are only going to get more from the Kopru Ruins.
I've been somewhat lenient with them selling back the stuff to the Cauldron merchants but I can't justify letting them continue to do it, even with the wacked-out (or non-existant) D&D economy.
I know if I suddenly have the merchants refuse to buy anymore, the players will either become annoyed or ask for alternatives. I know sending them to Sasserine (sp?) is an option but I really don't want them undertaking a journey there right now. I also thought about introducing Meerthan a little early and having him agree to teleport them there. If I make Sasserine an option now though, they might stop going to Skie's, which I really don't want since going to her shop has been fun up to now.
My group is getting ready to enter the Kopru Ruins and I'm doing some prep work. I was taking a look at the Gargantuan Skeletal T-Rex and something caught my eye.
In order for a T-Rex to be Gargantuan, it needs to be advanced to 37 HD. However, in the entry for creating a skeleton, it says that if a creature has more than 20 HD, it can't be made into a skeleton using animate dead.
What's the deal? Am I missing something?
Also, does anyone have a stat block made for the T-Rex?
My group is about to enter the Kopru Ruins and as I usually do, I gave some of the major NPC's a couple of tweaks:
Skaven: For Skaven, I wanted to make him a bit scarier so I changed his Spell Focus to Necromancy and changed his spells around a bit. I figure he would start out with a Fear spell to scatter the party and then retreat (by casting invisibility). Once he got to the spider lair, he would use Spectral Hand to deliver touch attacks with Vampiric Touch and Ghoul Touch. I also gave him the Cloak of Arachnida (from the mud slaad house) instead of the Slippers of Spider Climb because I though it was more useful to him.
Skaven, Male Halfling Diviner7: CR 7; Small humanoid (halfling); HD 7d4+7; hp 30; Init +2; Spd 20 ft.; AC 14 (+1 bracers of armor +1, +2 Dex, +1 size), touch 13, flat-footed 12; BAB +3; Grp -3; Atk/Full Atk +3 melee (1d4-2, masterwork dagger) or +6 ranged (touch attack); Space/Reach 5 ft./5 ft.; SA Spells; SQ Familiar, halfling traits, cloak of arachnida (spider climb at will, immune to webs, cast web 1/day, +2 luck bonus on Fort saves against spider poison); AL NE; SV Fort +4, Ref +5, Will +8; Str 6, Dex 14, Con 13, Int 18, Wis 14, Cha 10.
Languages: Common, Draconic, Elven, Gnoll, Halfling.
Skills and Feats: Concentration +11, Craft (metalwork) +14, Hide +8, Knowledge (arcana) +17, Knowledge (religion) +14, Listen +4*, Move Silently +7, Spellcraft +16, Spot +4*. Alertness (familiar), Craft Wand, Craft Wonderous Item, Scribe Scroll, Skill Focus (Knowledge – arcana), Spell Focus (Necromancy).
*Includes +2 bonus from Alertness (granted by familiar).
Spells Prepared (5/6/5/4/3, base save DC = 14 + spell level): 0 – detect magic*, detect poison*, ghost sound, mage hand, read magic*; 1st – burning hands, comprehend languages*, hold portal, magic missile x2, ray of enfeeblement**; 2nd – ghoul touch**, invisibility, scorching ray, see invisibility*, spectral hand**; 3rd – clairaudience/clairvoyance*, displacement, ray of exhaustion**, vampiric touch**; 4th – arcane eye*, fear**, phantasmal killer.
Spellbook: 0 – all cantrips (except daze); 1st – alarm, burning hands, chill touch**, comprehend languages*, detect secret doors*, detect undead*, hold portal, identify*, mage armor, magic missile, ray of enfeeblement**, true strike*, unseen servant; 2nd – arcane lock, blindness/deafness**, blur, detect thoughts*, ghoul touch**, invisibility, locate object*, scare**, scorching ray, see invisibility*, spectral hand**, spider climb, whispering wind; 3rd – clairaudience/clairvoyance*, dispel magic, displacement, gentle repose**, ray of exhaustion**, sepia snake sigil, tongues*, vampiric touch**, water breathing; 4th – arcane eye*, enervation**, fear**, locate creature*, phantasmal killer, shout.
*Diviniation spell. Skaven’s prohibited school is Enchantment.
**Necromancy spell, base save DC = 15 + spell level.
Possessions: Bracers of armor +1,cloak of arachnida, goggles of minute seeing, pearl of power (1st level), wand of mage armor (40 charges), wand of control water, wand of true strike (22 charges), potion of cure moderate wounds, potions of gaseous form, six elixirs of hiding, masterwork dagger, leather pouch containing 58gp and 4pp, key ring.
Triel: I didn't change Triel that much except for her spell selection and skills. I had no idea how her skills were calculation originally (not that it matters too much) but I basically started her out as a Ftr4 and then added the Cleric levels.
I debated dropping Craft Wonderous Item and giving her Improved Sunder just for fun but I don't think that made sense since she has a silver weapon (-1 to damage). I thought about making it cold iron but it needs to be silver because of Tarkilar.
Triel Eldurast, Female Human Ftr4/Clr3: CR 7; Medium humanoid (human); HD 4d10+4 plus 3d8+3; hp 50; Init +1; Spd 20 ft.; AC 20 (+1 Dex, +9 spiked +1 full plate), touch 11, flat-footed 19; BAB +6; Grp +10; Atk +12 melee (1d10+7, +1 silver heavy flail); Full Atk +12/+7 melee (1d10+7, +1 silver heavy flail); Space/Reach 5 ft./5 ft.; SA rebuke/command undead, spells; AL LE; SV Fort +8, Ref +3, Will +6; Str 18, Dex 12, Con 13, Int 10, Wis 14, Cha 17.
Languages: Common, Gnoll.
Skills and Feats: Concentration +11*, Craft (metalwork) +6, Diplomacy +6, Intimidate +10, Ride +7, Spellcraft +3. Cleave, Combat Casting, Craft Wonderous Item, Leadership, Power Attack, Weapon Focus (heavy flail), Weapon Specialization (heavy flail).
*Includes +4 bonus from Combat Casting.
Spells Prepared (4/3+1/2+1, base save DC = 12 + spell level): 0 – cure minor wounds, detect magic, guidance, mending; 1st – cause fear, divine favor, inflict light wounds*, shield of faith; 2nd – bull’s strength, silence, spiritual weapon*.
*Domain spell.
Domains: Destruction (smite 1/day, +4 to attack, +3 to damage), War (free Weapon Focus feat).
Possessions: Spiked +1 full plate, +1 silver heavy flail, 3 wands of control water, wand of cure serious wounds (7 charges, CL 5), 2 potions of cure light wounds, divine scroll (cure moderate wounds, hold person), everburning torch, silver holy symbol of Hextor, leather pouch containing 30gp and 4pp, key ring.
Tarkilar: I changed him the most. His original levels give him an XP penalty which I usually never do for NPC's (gnoll favored class is Rng). I dropped the Ftr level and made him a Rng2/Clr4. Because of that, I gave him Two-Weapon Fighting from Rng2 as a bonus feat.
Even though the spiked chain is a two-handed weapon, I don't think that really made sense for Tarkilar since it was wired directly to his arm (I wish the module provided details as to how or why his spiked chain and armor were wired to him in such a way). So what I did was make the spiked chain a one-handed weapon but removed the reach. Now he uses TWF with his chain and slam attack. I figured this was a good tradeoff since he'll be able to use his Huecuva Blight. ;>)
My party will probably rescue Shensen tonight (they got to the basement but stopped at the warped door). What I'm wondering is how much Shensen will say about the Striders and/or Meerthan. I'm sure the party will also be curious as to why she must get back to Cauldron.
My group has met Fario (dubbed Fabio by the group) and Fellian and are on good terms with them but do not they are members of the Striders (or that the Striders even exist).
Would Meerthan want to meet the party after they rescue Shensen?
My group will most likely rescue Shensen tonight (they got to the basement but stopped at the warped door). What I'm wondering is how much she will reveal about the Striders. I'm sure the party will also be curious as to why she needs to get back to Cauldron. Would she tell them about Meerthan?
My group has met Fallian and Fario btu they do not that they are members of the Striders. Would Meerthan be interested in meeting the group after they rescue Shensen?
My players are feeling very good about themselves after having their way with Kazmojen last session. It was a tough battle but they did well even though they weren't at full strength. There are 5 PC's in the group: dwarf Bbn2/Ftr2, half-elf Rng4, human Clr4, human Wiz4, human, Rog3/Wiz1.
Enter Tongue-Eater. Since I don't anticipate they will have many problems at the Lucky Monkey, I decided to give T.E. a boost.
First off, I used 28 point-buy for his stats. His baseline stats were Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 8. I started him as a Bbn, added the werebaboon template, and then added the other 2 Bbn levels. On to that, I added the feral template from Savage Species. I also ditched his armor and falchion and gave him a ring of jumping. The ring is an extra bonus for the group but also because I'm hoping to have T.E. jumping and climbing all over the place during the battle.
I now give you the new and improved Tongue-Eater!
Tongue-Eater, Male Feral Half-orc Werebaboon (afflicted lycanthrope) Bbn3, Hybrid Form: CR 7; Medium humanoid (human, shapechanger); HD 3d12+9 plus 1d10+4; hp 45; Init +7; Spd 50 ft.; AC 21 (+3 Dex, +8 natural), touch 13, flat-footed 21; BAB +3; Grp +11; Atk Claw +11 melee (1d8+8); Full Atk 2 claws +11 melee (1d8+8) and 1 bite +9 melee (1d6+4); Space/Reach 5 ft./5 ft.; SA Improved grab, pounce, rage 1/day; SQ Alternate form, baboon empathy, darkvision 60 ft., DR 5/silver, fast healing 2, low-light vision, scent, uncanny dodge; AL CE; SV Fort +9, Ref +6, Will +4; Str 26, Dex 16, Con 18, Int 6, Wis 12, Cha 6.
Languages: Common.
Skills and Feats: Climb +19, Control Shape +8, Intimidate +4, Jump +17, Listen +9, Spot +3. Alertness, Improved Initiative, Iron Will, Multiattack.
Skills: Werebaboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Fast Healing (Ex): Tongue-eater heals 2 hit points of damage each round as long as he has at least 1 hit point.
Improved Grab (Ex): To use this ability, Tongue-eater must hit with a claw or bite attack. He can then
attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Pounce (Ex): When Tongue-eater makes a charge, he can follow with a full attack.
Possessions: Heward’s handy haversack, four potions of cure light wounds, potion of blur, potion of jump, potion of magic fang, potion of enlarge (5th level), ring of jumping.
Tongue-eater, enraged: HD 3d12+18 plus 1d10+6; hp 56; Init +7; Spd 50 ft.; AC 19 (+3 Dex, +8 natural, -2 rage), touch 11, flat-footed 19; BAB +3; Grp +13; Atk Claw +13 melee (1d8+10); Full Atk 2 claws +13 melee (1d8+10) and 1 bite +11 melee (1d6+6); SV Fort +11, Ref +6, Will +6; Str 30, Dex 16, Con 22, Int 6, Wis 12, Cha 6.
I've read through about the first half of the AP and I've seen references to the city called Sasserine both in here and in the AP. Is it detailed anywhere?
My group is coming to the end of Life's Bazaar (we'll probably finish tomorrow) and they are going to have a good amount of loot to sell off (they've only sold a few things here and there so far). I also wouldn't be surprised if they back-track and collect a lot of the mundane weapons and armor they left behind (the wizard has Tenser's disk).
So where should they go to sell all their non-magical loot? Should I just give a flat 50% value for any items they bring back and not worry about the where or the how (or the negotiating process)? (Which is how the AP seems to be written anyway.) They've sold a few things at Zanathor's Provisions (treasure items) and Gurnezarn's Smithy (weapons and armor) but they are going to have a lot more soon. Will these places continue to buy items? Do they have the resources to do so?
I'm currently running Life's Bazaar and my group has already started asking about various locations in Cauldron (inns, shops, etc). I know there is a list at the beginning of notable places but I've been hesitant to flesh them out fully because of potential changes later on in the AP.
So what I'm wondering is are there certain issues that develop particular places, like the Drunken Morkoth or the Tipped Tankard?
If not, what have you done to develop certain locations? What other stores or shops have you added?
Hi all. I was just wondering if anyone could recommend some good adventures (from Dungeon or otherwise) that might fit in the AP as side quests or in-between/level-up adventures?
Also, was there any place in the AP that you felt a need for an extra scenario or quest? Any point where you wanted to bump the PC's up a level before you started the next section?
My party just entered the Malachite Fortress. I haven't introduced the Striders yet but I have dropped some clues about the Last Laugh guild.
I was thinking of having some thugs attack the PC's again when they start bringing out some of the prisoners. The Striders would show up and help take care of the released prisoners.
What I'm wondering is should involve Jil in this or does she has some importance later on? I certainly don't want the PC's to kill her if she is supposed to show up later on.
I just started the AP (had one session) and we stopped right as the characters found the secret door in Keygan's shop.
One thing that took my by surprise was that one of the player's noted a connection between the painted faces of the thugs in the first scene with the symbol of Olidammara (sp?). I'm assuming this is not a coincidence.
And while no one actually saw Jil, I planted a seed that they were being watched. They also didn't question Patch but I described him as being "simple" and made some subtle comments that he seemed to be listening to their conversations with the other people in the orphanage. Regardless, they didn't see him as a threat.
They players definitely have a vibe that they are being followed though and I would like to expand on that. They haven't encountered the Striders yet but I was thinking about doing the following:
Next session, they will enter Jzadirune. I'm assuming that after a while, they will leave and head back to the temple for healing and rest, etc. I'm thinking that after they leave Keygan's shop, they will be attacked (and outnumbered) by members of the Last Laugh. The Striders will emerge from the shadows and help.
After the battle, the Striders will introduce themselves but not reveal their affiliation with Meerthan. They will tell the PC's about the Last Laugh guild and perhaps they are "trying" to determine why the Last Laugh does not want the children found. They will tell the PC's that they will help them so their investigation goes unchallenged.
I figure they can get some info about the Last Laugh and meet the Striders at the same time. Should the Striders tell the PC's about the Strider group or keep that from them (at least at first)?
After Life's Bazaar is finished (and the prisoners are rescued), I'll probably have Meerthan contact the PC's. I'll also have the Last Laugh become more aggressive towards them as well and maybe have some side quests to deal with them.
I'm getting ready to start the AP for a group that's relatively new to 3ed (but not to D&D). I have been reading the posts about the potential for the AP to be pretty difficult. I was just wondering if anyone had any thoughts on a good, semi-recurring NPC that could help the group out once in a while if they needed it.
I was originally thinking about Alek but I recently read the module where he checks out. Any other ideas? One of the acolyte clerics maybe? The Striders?
Hi all. Great forum here. Lots of good info and it's compelled me to run the AP for a new group.
Anyway, I have read through most of Life's Bazaar and browsed through some of the other adventures (I don't have them all yet). I think I'm pretty much ok for running Life's Bazaar but I was just wondering about fleshing out Cauldron a little more.
What inns or places are good for the player's to use as a base of operations? Are any of the places described in any of the other modules (like the Drunken Morkoth Inn for example)? What about places to sell/buy magic items or temples of other deities?
Also, did you have to run any other side-quests during the AP or is enough provided to take the characters all the way to the end as-is?