Askar, thanks for all the updates. Definitely will be using these stat blocks as I take my group through the last two books. One quick question, and maybe I'm just missing it, but I noticed a number of the stat blocks have "inherent bonuses" (especially some with +2 across the board). Could you explain where those bonuses come from? Thanks!
Wiggz wrote:
I really like the ideas you have for the swap, and would love to pick your brain a bit as I plan to do the same thing. My group has just finished Chapter 4, and because the campaign has dragged on for quite some time now, we are all looking to starting something new. But rather then dropping the current game, we all would like a solid conclusion to the story. Thus, I decided I would try to re-write the last two chapters to have a more epic conclusion while also shortening it into one chapter. I still like the basic outline you proposed with 1) Defeating Bonefist , 2) Defeating Harrigan, and finally 3) defeating the Chelish Fleet. I'd like to know what plot elements you used to convince the PCs to go after Bonefist. You mentioned the revolution on Bag's End, but what motivation do the PCs have for aiding/leading this revolution in the first place (i.e. why not just continue pillaging the high seas for loot and treasure?). Many thanks for your input.
Another question regarding the Tengu swordmaster trance: can a tengu with the "claw attack" alternate racial trait still be a swordmaster? As far as I can tell, there is no stipulation that the swordmaster must use "swords," despite the name of the archetype. If this is true, a swordmaster scout tengu rogue with claw attacks can execute a Tiger Trance to deal 3 attacks (claw, claw, bite) all with sneak attack... at 3rd level.
misterakko wrote: And yet when the PCs arrive, it's filled to the brim with monsters. And it's not even a party of monsters, it's supposed to be various groups and factions, somehow converging on the PCs. This is a great point! I didn't even think about that. I'm just so baffled as to why there was a such a huge effort in getting the Crux and making the point that Delvehaven was sealed, only to find that it's actually not sealed at all. misterakko wrote: I'm reworking all of this and it's a bit of a bother. I had the PCs meet Vahnwynne Malkistra twice, during the first and then second scenarios. I actually like this idea a lot, because it allows some amount of backstory to come across to the PCs. Otherwise, there is such great backstory to the vampires, but obviously, the PCs will never know about any of it, which is a real shame. By having the PCs meet with Vahnwynne pre-vampire, it at least opens a slight window into the crazy vampire backstory. Unfortunately, because my group is already well into the AP, I can't really change much. I quite like the ideas you have suggested so far though with removing a lot of the monsters form Delvehaven; there's really no reason for them to be there. Good luck to you in reworking a lot of the AP; let me know what you do with the Nessian Spiral--I might incorporate some of your changes when I get there!
Does anyone else find it odd that after an entire chapter (Chapter 2: Sixfold Trial) and hunting down dead pathfinders to talk with them to find a way into Delvehaven, when the PCs actually arrive at Delvehaven, the doors are unlocked?? To quote from the front entrance of B1: "These doors are unlocked, left slightly ajar long ago by the Thrune Pathfinders as they fled the lodge. They creak loudly with age when opened, but otherwise offer no danger to intruders." What??? Is the only sort of "seal" really just the isolation spheres (which I feel like can be easily avoided with detect magic)?
Ice Titan wrote:
A PC at level 11 should have a wealth value of 82,000 gp, and at 12th level should have a wealth of 108,000 gp. At the end of this adventure, the PCs should be 11th level, but with the loot they currently have (~48,000 gp), the treasure of 46,475 gp, plus potential gold from the minor artifact, would put them almost at the wealth value of a level 12 PC. Which means, from the time they turn level 11 to when they reach level 12, they shouldn't receive any loot, which I find hard to believe. Unless the next chapter has no loot...
Speaking of the treasure vault that Scharlata mentioned above, the text says that the PCs can "effectively “purchase” 1 Fame Point for every 15,000 gp in materials they return to various owners, to a maximum of 75,000 gp." Is this sell value or market value of the items they find? Also, does anyone else think that all this loot is way over the standard character wealth for their level? The total value of all the treasure comes to 336,275 gp, with a sell value of 185,900 gp. Divided amongst 4 PCs, that's 46,475 gp each, assuming they don't return any of the items for Fame Points. That seems like a lot... not to mention the minor artifact they're also getting.
I have another question regarding the Bladethirst ability for the Arcane Duelist archetype. Do you need to have the ability to confer the appropriate enhancement bonus to add specific magic weapon abilities? For instance, Speed is a +3 enhancement bonus ability; does the Arcane Duelist need to be able to give a +3 enhancement bonus using Bladethirst? Or, can he simply select any of those abilities on the list. The text does say "These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding," which seems to suggest you can either add bonuses up to +5, or add any of those listed abilities. Clarification would be greatly appreciated.
So, random question... the bag of holding type IV hidden behind mirror #3 contains a significant amount of coins. Did anyone notice that the amount of coins (109,460 coins total) actually weighs 2,189.2 lbs (assuming 50 coins = 1 lb.)? Unless I did some calculation wrong or am missing something, this is actually impossible because a bag of holding Type IV can at most hold 1500 lbs of stuff. And, according to the description, "If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever." What gives??
Scharlata wrote:
Thanks, I'll keep that in mind. I think my group should be encountering Liebdaga in 2-3 sessions; they just met the Arkona rakshasa. Although, they still have not made any attempts to shut down any of the cooling chambers, but now that I think about it, they have no idea how or what to do. Are they suppose to come across information that you're suppose to stick the stygian keyrod into the appropriate slots in each of the cooling chambers?
Deidre Tiriel wrote:
I'm a bit worried about Liebdaga being a bit too weak for my party as well. So far, they've been able to tear through a lot of the Nessian Sprial without much problem; the lich, and the huge water elemental were a breeze for them. I'm worried that giving Liebdaga the staggered condition, and only being able to take full round action every other round, will make him insufficient for an appropriate challenge for my party. Did anyone else find that Liebdaga was too weak? Deidre, I may take your advice and take away the staggered condition and instead give him more negative levels (maybe 6 or 7, instead of the 5?).
Thanks for the reply, Sean! I think we'll just estimate it! Another quick clarification. This may just be a mix up, but there seems to be some consistency issues with the Pathfinder Society lodges in Katapesh. According to the Seeker of Secrets book, there are three Pathfinder Lodges within Katapeh: Kotargo Lodge (venture-captain Phlegos Dulm), Farseer Tower (venture-captain Wulessa Yuul), and Winding Road inn (venture-captain Roderus). However, if you look at the Dark Markets, A Guide to Katapesh book, there are two Pathfinder lodges described: there is one located in Twilight Gate (#36 on the Katapesh map), led by venture-captain Aurora Steelbloom; and another called Sueda Lodge, led by (venture-captain?) the "caretaker" Var Pinderven. So my question is, which one of these books is correct? Or are there simply a total of FIVE Pathfinder lodges scattered throughout Katapesh and surrounding environs?
I'm a bit confused as to how the cost for crafting a wayfinder was determined. Using the standard wayfinder as an example, light is a level-0 spell, continuous, and the CL it 5th (according to the description). Based on the Table: Estimating Magic Item Gold Piece Values, the formula is Spell level x caster level x 2000. Since it's level-0 spell, it's (1/2) x (5) x 2000 gp = 5000 gp price; not 500 gp. And I haven't even included the price for the bonus +2 to survival checks. Am I missing something here? The reason I ask is because I have a Pathfinder character that is looking to craft/modify his existing wayfinder, and I'm trying to get the prices for that right. Any input would be helpful! Thanks!
FarmerBob wrote:
That's interesting, because my group (which I neglected to mention is an evil party) easily avoided the mummy. In fact, because they were evil, they used the intelligent Anvengen's Edge weapon without hesitation and even wore the Asmodeus symbol. So, when they walked in to the mummy room, they were basically able to control the mummy. And used the mummy to do all their bidding (like fight the Outcast King!). So, in case anybody else is running the game with an evil party, the last part of the Knot is pretty easy with a group of evil Asmodeus-worshipers that control a mummy. :D
FarmerBob wrote:
I definitely ran it as written (with the +8 and +7); I didn't even notice the error. I think +6 and +1 would make the battle pretty easy. My group already had a pretty easy time with the +8/+7 attacks of the Outcast King. They ended up triggering the battle up on the stairs, so they ended up just shooting arrows down at the lemures and the Outcast King in the sludge. And of course, the Outcast King has no ranged attacks, so he just got destroyed. Even when he finally did manage to get into melee, he didn't do anything very significant to the PCs.
alyflex, I like this idea a lot! Although, I'm only counting 11 sides (9 from the picture, 1 dull square, and 1 Golarion image). alyflex wrote: Here the person can engange in a mental battle against a remnant of the previous master to change to faith of the crux (the god it belongs to) and after that is done another path or riddle can be chosen for the 10 other sides. I'm a bit confused by this. Since "the final image of Asmodeus can only be activated by someone who worships him," how does one change the faith of the crux? Wouldn't the faith of the crux (or the previous master) always be be Asmodeus?
Currently, I am running Council of Thieves for a group that have decided to play an evil party, consisting of a rogue, a ranger, a wizard, and a fighter/wizard. They have just finished the 2nd chapter and are currently working on trying to unlock the Chelish Crux. In any case, I've found that being evil actually made a lot of their quests surprisingly easy. For instance, they had no qualms with using the intelligent glaive and wearing the symbol of Asmodeus (found in the Knot) and controlling the mummy to do their bidding (like killing the Outcast King). Also, they decided to do lots of mischievous and dastardly thing during the Cornucopia at Aberian's Folly. Nevertheless, they've decided to attribute all their criminal deeds (stealing, murdering, etc.) to the Bastards of Erebus. I should back up and say that during the first chapter, they recovered the stash of Bastards of Erebus coins (the ones the Bastards used as their callsign) but kept a large amount of them so that they could leave the coins behind various crimes to make people think the Bastards were still at large. At the time, I thought this was a somewhat hokey plan, but now that they've continuously been doing this (to the point where they are now seeking out a woodcarver to make more coins; and then murdering the carver afterwards, of course), I'm wondering if there is a way to weave this into the story somehow. Ultimately, it seems that all of characters goals in the evil party are to eventually take over Westcrown and rule it on their own (without the House of Thrune mettling). Currently, they are only using the Children of Westcrown as a stepping stone to reach higher goals. I know that the Bastards come back in one of the later chapters (as undead, I believe), but I'm wondering if anyone had any clever ideas of weaving this into the plot somehow. Perhaps the Drovenges see these evil PCs as being useful and may try to recruit them? I'm not sure... any suggestions and/or comments would be greatly appreciated.
Nice written scenario with the vampires! I need to re-read What Lies in Dust again, but I remember bits and pieces and that sounds like exactly like what these vampires would do. My group is still going through the Asmodean Knot right now in Chapter 2, so I've got a ways to go, but I'll definitely use this scenario! Thanks!
My group never actually did cast dispel evil; they just killed the anchored creature. Nevertheless, I would say that casting dispel evil should work automatically on the chains. You already have to make a melee touch attack (which is scary enough since you have to go adjacent to the spirit anchor), but also there is nothing listed in the dispel evil description that requires a dispel check. As for the dimensional anchor effect on the castle, I allowed my group to still summon creatures. The wizard in the party is a conjurer, so not allowing summons would've have absolutely crippled him. I think the main reason for having the dimensional anchor is to prevent them from teleporting in and out and forcing them to find a place to rest, and thus receiving those unsettling nightmares. Of course, if your party is clever (like mine was), they'll just walk out the front door and then teleport :P
Ice Titan wrote:
Haha, wow, I don't even know what half of those spells are! In any case, those all look like pretty effective and useful spells. But you're right, this is probably the first time any of us has played in or run a game higher than 10th level. Worth noting that our cleric was actually a cleric/sorcerer/mystic theurge, so he couldn't cast very high level cleric spells.
They went in with: bless, resist energy electricity/sonic, haste, mind blank, freedom of movement. And addition to that, the fighter went in with cat's grace and stoneskin. All of the above was immediately dispelled for the fighter when Ileosa cast greater dispel magic as her first spell, and for the cleric and wizard, only the resist energy remained.
I am reporting back my experience with running the final encounter with Queen Ileosa, and I'm happy to say my group is now done with Curse of the Crimson Throne! Although, I have to say, the last encounter(s) was really hard and kind of tedious. Granted, this was my first time running such a high level adventure (as well as the players playing in one), but with all the different abilities and spells at such high level, things dragged on for pretty long. The party was pretty much doomed when the cleric rolled a 1 on his save against the simulacrum's confusion spell. Also, the rogue failed his save against Ileosa's frightening tune (worth pointing out, we were playing with PRPG Beta rules). So basically, the party was down to two players, and they had not defeated the elite erinyes in the previous room, so they were in this encounter, too (since I was converting the monsters, I gave the erinyes Manyshot and Improved Vital Strike [the beta version], which may have contributed to the onslaught). But basically, in the end, for the sake of a dramatic end and to save everyone from having to meet for another session (and to having a complete TPK, which would have been pretty anticlimatic), I fudged over half the encounter and allowed them to kill Ileosa in the end. Although, they all did get blinded by the flash of light from plunging the sword into the Everdawn Pool. In any case, my experience was that the encounter was extremely hard, even for a pretty ideal and well-equipped party (fighter, rogue, cleric, wizard). The wizard was also out for several rounds as he was successfully charmed, but I allowed him to break out of it (despite the 24 hr duration) so they could actually win.
magnuskn wrote: Hence the simulacrums should be one level higher. For that matter, Ileosa should be that way, too! Can you actually use the CR = level-1 rule for Ileosa? I was under the impression that the CR 20 also accounts for a lot of the other bonus stuff she gets like the devil-bound trait, among other things. At the most, I'd maybe bump her one additional level.
Yes, you guys are right about the dispel magic that she has; I wasn't thinking about her spells that could counter it. Also, I was looking at the 3.5 mind blank, which apparently gives complete immunity to mind-affecting stuff. Looking at PRPG, I now see that it's definitely less powerful, which is a good thing for the reasons you mentioned, James. I guess I am underestimating Ileosa! By the way, magnuskn, could you clarify the rule about CR 8 should be one level higher?
hmarcbower wrote: Interesting stuff... I, too, am finding that my PCs are pretty ridiculous (fighter, wizard, rogue, cleric/sorcerer). They also used the scroll of greater planar ally they found in Castle Korvosa (which, in retrospect, I should have not included in the module, since it's totally overpowered for their level, in my opinion), so now they have a angel planetar following them around, which they could easily afford. Another heads up for other GMs, is that my party has started contemplating getting scrolls of mind blank for the party, which completely ruins all of Ileosa's tactics. The only reason they're on the fence about it is because it also prevents their own mind-effecting buffs like bless and prayer. In any case, if they do go through with using mind blank, I'm not quite sure how to handle this fight, in that they'll easily mop up the Queen with no trouble at all. Ice Titan wrote: I'm in the process of writing up a 16 to 20 "module" for this, wherein Kazavon is reborn and seeks out the rest of his artifacts in order to attain supreme power. PCs need to stop him and destroy the artifacts... which, based on the write-ups from CoF, should be a lot of material in and of itself. Ice Titan, I'd love to see the final module that you write up for this; sounds epic! What's CoF?
When the PCs attend the Cornucopia, aside from the army of servants the mayor has wandering the manor, are there any sort of guards (dottari and/or hellknights) guarding/patrolling the ground as well as inside? I'm assuming so, because if not, then what was stopping the PCs from sneaking into the manor in the first place? Also, there must be some sort of antagonizing force to hinder the PCs as they sneak around the manor looking for the Knot.
Travinator wrote:
I think I did DC 15, but I just made that number up on the fly since I didn't realize there was no DC until the moment I was running that part. This is slightly on par with the fact that the AC of the swinging sandbag is 16.
Thanks for the prompt reply! I look forward to it! I suppose I'll ask another question while I'm here, which I asked already on the Conflict Roleplaying forums (but it seems like there's more activity here): "I just purchased the Conflict Skirmishing box set and am really enjoying reading through the book; I think my players will enjoy playing this. One concern I have, though, is the actual Conflict map that came with the package (the Keeper's Keep). In the text of the book it says that all Conflict Maps have an odd number of squares both vertically and horizontally, that way the Center Line can be defined. However, the Keeper's Keep map clearly has 32 squares horizontally and 22 squares vertically, both even. How does one define the Center Line in this case? Also, will future Conflict Maps have even or odd number of squares?"
Ah, I see what you mean; I was unaware we were talking about the PRPG version of Ileosa. Fortunately, my group is using the PRPG beta rules still (I know, we're switching when we finish this adventure path!), so Ileosa still gets her extended bardic performances. (On a side note, was it changed to performances per round because it was overly powerful as performances per day?) Ice Titan wrote: Then, after she gets past the first five rounds, she starts blasting the heroes with suggestion, which she can't do anymore either since she has to fascinate the heroes first and any threatening action causes fascinate to break immediately. I never really was a fan of the bardic fascinate/suggestion because (even in 3.5) you could never really effectively use this in combat since there is always threatening actions nearby that ruin the opportunity to use this tactic, which is why Ileosa's tactics as written in terms of using bardic suggestion is a bit flawed.
Hm, I'm not sure if this is very useful to anyone, but I decided to calculate it out anyway. If you look at a standard d12, and you are given a random sequence of numbers between 1-12, there are only a certain number of sequences that could actually be traced in a continuous line. For instance, if the order was 1 and then 12, you can see there is actually no way to trace that order since they are on opposite sides of the d12. This might be relevant for when the faces of the crux "randomize to a new combination." Let's assume our d12 is the crux. I'm assuming the first rune is a "freebie" in that you have an many chances as you want to touch each side until it lights up as correct (since simply handling the crux is the equivalent of "touching" it). Next, you have a 1/5 chance of moving your finger to the next correct adjacent side. So for example, let's say 1 is the first correct side. Then you move your finger to 10, which is the second correct side. Now, the chances of you getting the next correct side increases to 1/4 since of the 5 adjacent sides, one has already lit up (the 1). So let's say the next correct side is 2. You move your finger there. Now, your chances for getting the next correct side is 1/3, since of the 5 adjacent sides, two have already lit up (the 1 and 10). Continuing this pattern, it looks like the series 1, 10, 2, 4, 6, 5, 9, 11, 3, 8, 7, 12 (on a standard d12) is the order that gives you the highest probability of success. The probability of each of the sides is as follows: 1/1, 1/5, 1/4, 1/3, 1/3, 1/3, 1/2, 1/2, 1/2, 1/2, 1/2, 1. In case you were wondering, that means you have a 1 out of 17,280 chance of getting it right the first time! In any case, experiment with an actual d12 and you'll see what I mean. As to how you can use this information... I have no idea :P But I figured I'd share this since I worked it out. Let me know if any of you find a better order that gives you a higher chance. I suppose one thing you could have the players go through is roll percentage dice on each face to determine if they get the correct one. Or, maybe have a sequence in your mind (like the one above) and just give them a d12 and have them trace it until they get the correct order. I wouldn't recommend switching the order every 8 failures, though, since it seems the chances of actually getting the order are actually pretty low. Although, the chances seem to improve through multiple trials, so maybe it's not so hard...
Ah, I think I understand what you mean now. So you can make any sort of path through B13~B18 and you're always descending or ascending. One problem I'm seeing, though, is in B13, the description says: "three stairways proceed--two leading down to the left and right and one leading up in the center." So, let's say you start at B13 and go down towards B15, down to B16, down to B14, down to B13. Now, you're back where you started, but if you turn around to look at the stairs you just walked down from, would it still look like a stair that leads "down?"
The chambers depicted on the map are clear, however, the problem I'm having lies within the description: "the stairs that lead into [the observation chamber], don't quite behave as stairs should, looping back in eternal descent or ascent depending on the direction one travels." Which makes me believe that if you start climbing up the stairs, you would be ascending "eternally," as the text suggests. So how, then, does one actually enter this observation chamber?
Hsuperman wrote:
So does anyone have any insight on this? Any help is greatly appreciated.
I'm having some trouble wrapping my head around roomb B16 in the Asmodean Knot. Room B16 (Observation Chamber) says that "the stairs that lead into this room, as with the stairs in area B3, don't quite behave as stairs should, looping back in eternal descent or ascent depending on the direction one travels." Does this mean that when PCs ascend towards B16 from either B13~B15 or B17~B19, they keep ascending indefinitely, never actually reaching B16? If so, how exactly do they reach B16 (and for that matter, leave the room, since when descending, they descent "eternally")? The other question I had was whether occupants in B16 can see into B14, B15, B17, or B18. I would imagine so, since it *is* called an observation chamber, after all. And if they can, do they observe through some kind of window or just by peering down the "eternal" stairs?
On page 28, it states "since the Cornucopia is seven courses long and there are more than seven key NPCs, the PCs will need to divide and conquer if they hope to learn everything there is to learn." However, I'm only seeing a total of six "key NPCs." I'm making the assumption that those with a listed gossip are said "key NPCs." Am I missing something here?
Chris Mortika wrote:
I'll have to admit, this thread has been the highlight of my day for the past few days. Please don't cancel this show!
Hummingbird wrote:
It does say in the feat: "Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity." So whenever you reload your crossbow, you don't provoke attacks of opportunity. Hummingbird wrote:
The benefit of not provoking when you reload is only a minor benefit of this feat. The heart of this feat is that it allows you to reload a crossbow as a free action, allowing you to execute a full attack and use all your attacks with your crossbow of choice. But you're right, there's no reason to fire/reload in melee since you'd still provoke when you fire. Hummingbird wrote:
I rarely ever even pay attention to the description of the feat, as that flavor text usually has no relevance in the actual mechanics of the feat. And regarding your example, I don't think there are feats that have "+5 to movement" or anything similar to that in the description/flavor text; that kind of wording would be found in the benefits part of the feat.
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