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There's a gazetteer in the PF1 module Wardens of the Reborn Forge, granted that module came out like 8-9 years ago.
On the product page the author replied:link
it's post #134 on page-3 but can't get the link to go to the exact post
In my run-through, this part of the book coincided with the start of the Pandemic and playing on-line. So we had an old friend who had never played PF join us online, and I had him play as Herge, so he was in Longshadow for my campaign too.
I described the area as having a lot more fungal vegetation than displayed on the map, tendrils hanging from the ceilings, etc. This way it makes it harder for monsters in the next encounter area to just jump right in the fight.
Also i found if a player is using a tactic you dont like, its better to talk with the player, than to devise in-game stuff to thwart them. I have a Shaman player who sometimes summons, and I told him that he can just summon 1 thing from the top level, and not multiples of lower level lists. I told him multiples slow the game down too much with a 5-person party, and he was fine with it.
Here's a rough recap of the Arlantia fight.
I had strands of fungus rise up from the ground in H4 and wrap up Orellie and suck her underground to fight at Arlantias side, kind of like the fungus under the pumpkin patch in Stranger Things-2. It may not be within the rules, but I didn't want to waste time on a pushover combat.
It was a long good battle. I only used 1 heal on Arlantia, I could have done the second one, but my players may have revolted at that point. She was able to drop one character unconscious, and even had a final attack to perhaps kill him off, but rolled very low and missed him. She got to use the majority of her high level spells, and with Divine Power did a good amount of damage in melee too, Make sure you channel-smite each round.
Taurgreth was hard to hit with his cloak and using his defending sword. I had him study target on 4 PCs, but never really was able to flank for sneak attack. I considered usnig Arlantias other "Heal" on him, but didn't.
Orellie almost knocked out another player so he dropped off the ledge to take 5d6 falling damage, so he wouldn't get full round attacked and most likely killed. Remember to get her Judgement going early and use Bane.
Anyway, the party is successful, and we quit before resolving setting Gendowyn free and all the other wrapup at the end of the book.
For Arlantia's "bouncing spell" feat, I recommend switching away from "harm"
I switched it to "spellcrash" since it is at range and had no effect on a success, both players passed the save so it didn't really matter.
Other spells I swapped out, some are tailored to my party, and I am pretty liberal about pre-buffing my bosses to challenge my players:
In Area H of Book-5, the party had made "friends" with Orellie the Pech Inquisitor. She didn't hide how devoted she was to Arlantia and Cyth V'Sug, but was so happy to find out that the party killed Naphexi, she agreed to trade her ring for the Decoy ring the party found earlier.
Moving on to the hobgoblins, the party declined to parley, reason given is not to negotiate with the people who overran their town and have done horrible things all over the country. So they killed them off and gained no information about Taurgreth.(and I added the Vemerak in round-2 for added challenge).
They got the 4th ring and with a spellcraft in the high 40s, I let them know the powers Dryad's Song (but they hadn't found out the bit about reciting the poem opening the door yet). So they got excited that they could say the words and remove the darkblight. So they went back to Orellie right away and used it on her without consent. The book was silent about whether Orellie was devoted to Cyth V'Sug prior to becoming blighted, so I ruled that she was always a follower even before her transformation and that she would resist the effect (giving her a DC28 will save). She got a 27, and thus the darkblight was removed, and then I played her as very upset since the party removed what she thought of as a blessing from her Lord, and that's where our session ended with her and her scorpions about to attack, and most likely die quick while behind them they hear the sounds of the acid pit draining.
I still need to work out her stats without the template, and I may add in the Leng Spiders from above.
So next session they'll wipe out the Pech and finally face off against Arlantia. I may add a couple Omox demons to the final fight to make it a little more challenging.
I have found that with traps in APs, that I just need to go with the "spirit" of the trap and not try to nail down all the mechanics perfectly. Basically whatever the author envisioned and what the developer put into print and what the cartographer put on the map oftentimes conflict to some extent. So just adjust the printed description to what makes sense to you.
The gist is that if they notice something is up with the false ceiling and mess with it they get a bunch of rubble and lynxes falling on them within the white circle. I think of it as 2 upsidedown soup bowls stacked on top of each other. the space between them holds rubble and lynxes.
Also, if your players are hating this, then they may not enjoy the rest of the AP, there are ALOT of traps all the way through and they all will need some adjustment by the gm to have them make sense.
My group has Ratfolk Witch, Half-Orc Unchained Monk, Human Life Oracle, Human Archery Ranger, Half-Elf Heavens Shaman.
My players (party of 5, newly level-15) are on Area H of Book-5, so a little ahead of some of you here. But we started in January of 2018, playing about 1 x month for 5-6 hours when it was in person, and we've played a little more since we switched to online, but for shorter sessions. A total of 64 sessions so far, with #65 this weekend and #66 should be the finale of book-5.
As someone who just started running AV on Roll20 for free, and doing all the setup on my own, this new deal is very intriguing and I was considering paying money for Foundry.
But since I bought the 3 adventures separately as a subscriber when they came out, to find out that I can't get the same benefits as someone who buys the compilation makes this a hard pass for me. I would think that Paizo would want to at least offer the same benefits to the people who made the hard cover a possibility in the first place.
I have run a few APs (including currently book-5 of ironfang), and I always have a session-0 and request that the players make PCs who actually want to do the adventure. For instance as a player in War for the Crown, we all made characters who are interested in politics and want the best for Taldor. we didn't make characters who prefer to be alone and hang out in the woods.
And I also would talk to the players and let them know that when they agree to play a pre-written adventure, that they may have to sacrifice total freedom of their PCs in order to keep the story basically on track. If NPCs are giving them story hooks, they shouldn't fight against it.
If the players do not like this, then play a homebrew.
In area H1, the Mandragloires have Blasphemy as a spell like ability, BUT only a caster level of 5. This means that it will have no effect at all, and I wonder why they even bothered to include it in the tactics. Blasphemy only has an effect against creatures whose HD are equal to or less than your caster level.
I have a player who use a Summoner, and i was trying to understand how they get spells.
As I understand it, at level 4 the summoner should have 3-1st level spells known and 2-2nd level spells. Giving the maximum of 5 spells.
At level-5 it says you add 2 level-3 spells, (bringing you to 7 spells known) BUT that you lose your lowest level of spell slots and 2 spells form the repertoire. So i assume the 2 you lose would be 1st level spells. So now that leaves me with 2-3rd, 2-2nd and 1 useless 1st level spell known. What are you supposed to do with the spells of levels you can't cast anymore?
Do you have to have a useless spell until level 6 where it says you can swap spells then?
Hopefully this makes sense, I am sure there's a thread a couldn't find or maybe a better explanation in the book someone could point me to.
And if Paizo we're to ever release PDFs for sale in advance- months in advance, potentially- the physical sales would plummet.
Snipping out this part, because in this case I/we are not expecting them to put the PDFs on sale on their site, BUT to provide them to the people who paid for the project in 2019.
I don't think they were saying the project was 3 years late. But that those who backed the project in 2019 were charged money at that time for shipping. And with recent increases in overall shipping costs in the world, they were wondering if we would be charged more now to account for this, or if Paizo will "eat" any additional shipping costs.
And I will also echo the question of them releasing the PDFs now/soon. Since the backers already paid for the project in 2019, there should be no problems breaking Paizos usual process of not issuing PDFs until physical product shipped.
anyone know why Scabvistin's sneak attack damage is d8 instead of d6?
His Knife master Archetype has this ability:Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player’s Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
I am a little disappointed in the delays for this project, but I understand the pandemic threw a huge wrench into everything.
But, Paizo has been able to release multiple books from the rulebook line, multiple books from the lost omens line, and monthly AP volumes all throughout the pandemic. With the majority of those being released on schedule, or only a month or 2 late.
So why does this project keep getting shoved to the back of the line such that what was supposed to be the 10th anniversary edition, will hopefully be the 12th anniversary edition?
The only difference I see is that they already have the money for this product, so there's less incentive to get it out on time. And all the other stuff they only get the money when it is released so there's more incentive to make sure it is released on time.
So what's the deal with this project?
Announced in July 2019 (not sure what the original release date was)
In December 2019 (2 years ago) it was delayed until march-2020
In January 2020 it was delayed until december-2020
In September 2020 Erik Mona said it would be 2021 more or less for sure
In June 2021 Erik says 2022
Now Aaron says indefinite hold
Perhaps it means this: A PC successfully evading the spectral tentacles is unaffected in later rounds.
So that if you escape/avoid once, you won't get hit by this part of the haunt again.
when my player's encountered it, they made their Perception check to know a haunt was coming, then cast a Heal spell, which neutralized it. And it never had a chance to manifest again with the 1-day reset.
I think they just entered through the main doors. There was almost no security at that time in the lower levels.On page 35 it says: "...allowed Azaersi’s squad access to the nearby entrance to the Reliquary of Ascension without alerting responders"
I think one thing that would be useful for me, is to have something similar to page 61 from Dragons Demand module. In just 1 easy to read chart on 1-page there is basically most of the info you need to run NPCs and a bit of info on each location.
Perhaps an NPC/Location summary chart like this that list all the NPCs and locations for that particular volume wouldn't take too much extra work?
I had it run from NW to SE starting around the "T" in room I5 and going into room I7 all the way to the far the wall. If everyone lines up to leave I7, they should all be in a nice line for the trap.
I have found that in a lot of APs, I have to fudge around with the logistics of traps to have them make sense to me, and this one was no exception.
Can someone explain the Sardonyx shard?
a single sardonyx shard grows from the onyx key's base. This shard cannot be used to grow a tower, but instead may be installed in an existing tower to augment its power, allowing it to open a Stone Road to the Onyx Citadel itself, or connect to onyx towers on other planes.
So if this is true, how did Taurgreth expect to make a quick getaway with the shard? He wasn't anywhere near a tower, so the shard is useless. What am I missing?