Copper Asp

Jenner2057's page

Organized Play Member. 684 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 684 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Dark Archive

1 person marked this as a favorite.
glass wrote:
Yeah, if I do ever end up doing WotR, I would definitely look at tweaking the mythic rules. Whether I would go with exactly Legendary's tweaks or not I would decide nearer the time.

I'll agree both that it's a great AP story wise and that the mythic rules don't work. I used a rechargeable pool of Hero Points and that worked great 99% of the time.

I documented the changes I made over on the Wrath thread.
Link if you're curious.

Dark Archive

Deaths #9, #10 and #11 (all Hero Point saved)

Names/Classes: Daxum (Hedge Witch Healer 18), Ruso (Zen Archer 18), Archie (Bard 18)
Adventure: Into the Wormcrawl Fissure
Location: Apostle Caves
Catalyst: Wail of the Banshee (again)
Gory Details:

Spoiler:
Well "wail of the banshee" strikes again. The group had followed the statue with Balakarde's soul into the Apostle Caves looking for the next portion of his soul. They cut through the spring-attacking earthcancer centipedes and mindkiller scorpions all while the Apostle was buffing up. Then N'vesh-N'kar flew out invisible and let loose with a wail. Over half the party was caught by the terrible shriek and would have died if not for heroically throwing off the effects. The Apostle's victory was short lived as he was immediately pelted by arrows from Ruso and took a full attack from a smiting paladin that finished him off before he even got off his necromantic breath weapon.

Dark Archive

1 person marked this as a favorite.

We finished our "Return of the Runelords" campaign after 44 sessions played over 21 months (Aug 23 to May 25) and alternating between our other current campaign, "Age of Worms".
Overall verdict: A fantastic campaign to play in. Good lore and locations as well as lots of callbacks to other campaigns. Some fun twists and reveals along the way.
My only complaint is from my own expectation management. I was told that our Shattered Stars characters would play a part, so I got excited and dusted off my old character for a return. It wasn't nearly as much of a return as I'd thought/hoped. Oh well. If I were to take a shot at running it later...

Spoiler:
I might be tempted to try and set up the last book more like the final dungeon of Final Fantasy VI. Where the players have to send groups of characters after paradoxes two at a time where you get to switch back and forth between characters.

But that's a minor complaint. Overall it's a "recommend."

Dark Archive

kadance wrote:

The Parchlands are in the Meraz Desert east/southeast in Casmaron.

From Okeno, you could sail east to Ayesh (pop 40k) or Sadiyeh (pop 14.5k), to stock up, but you'd be adding 500 miles to your trek to get to the edge of the Meraz and the smaller Sadiyeh might not have what you need or might charge a premium.

You could go around the southern end of that penninsula and go as far as Heger (pop 12.5k) or Husanah (pop 14k, not a port city) in Al-Zabrit, but crossing 200 extra miles of desert belonging to the native horse tribes might complicate your journey in addition to the issues smaller population towns have when it comes to supplies.

Which leaves the 'best' way: Katheer (pop 132k). Landing in Katheer, you're going to be able to get the best deal on supplies. You can travel 250ish miles upriver on the Pashman to a natural pass between the Northern and Southern Zho mountains, and then another 230ish miles in the highlands (importantly not desert) to reach the western edge of the Meraz, starting the real journey much closer to the Parchlands than coming in from the south.

Perfect! Thank you so much for the detailed description. That was 100% exactly what I needed!

Cheers!

Dark Archive

Death #8 (another Hero Point save but still a death)...

Name: Archie
Class: Bard 17
Adventure: Into the Wormcrawl Fissure
Location: Thessalar's Fortress
Catalyst: Wail of the Banshee

Gory Details:

Spoiler:
The group made contact with Thessalar and decided they didn't want to work with a crazed evil lich. They went back and found Zulshyn and found working with the lillend more to their liking. They agreed to assassinate the lich and the next morning headed back. They went up to his fortress and quickly cleared out the thesselhydras before Thessalar arrived. The lich opened up with his wail of the banshee and everyone saved... except poor Archie. The bard was in danger of being killed by the spell but heroically shook it off. That was nearly all Thessalar was able to do as he was soon pinned between a smiting paladin and two-weapon rogue. End of the lich before he could run and heal. Oh well. Dragotha still awaits below!

Dark Archive

Hey all!
So I'm getting prep'ed to run this AP next, and I -like some others- am having some trouble figuring out where the Parchlands are supposed to be. Nearest I'm figuring, they're south/southeast of Qadira beyond the Meraz Desert.
In that regard, is the reference to returning to Katheer on pg 6 just a misprint? It makes zero sense to go from Okeno, north back to Katheer to launch the expedition only to go back to the south to go beyond the Meraz Desert. Unless Katheer is the only place to get supplies for the journey to the Parchlands, but it looks like there are numerous better options for cities south, along the coast of Qadira.
Thanks for any help that can be provided!

Dark Archive

This weekend we continued racing towards the completion of "Return of the Runelords". Continued working through Book 6 and started fixing paradoxes (I'll keep it vague to avoid spoilers).

I will say I'm a bit surprised by the lethality of this campaign. We've had 8 character deaths so far... and that's not counting "save from death" boons. That's second only to our non-mythic "Wrath of the Righteous" campaign which had a whopping 14 deaths... though those deaths were all avoided by Hero Points.

Just something to consider for others considering this AP. Otherwise, it's a fantastic adventure and story! Absolutely loving it!

Dark Archive

1 person marked this as a favorite.
Jenner2057 wrote:
Toshy wrote:


Brazen question, might your Age of Worms PF conversion be something you're willing to share or do you want to keep it to your own (understandable considering the work it must have taken)?

Absolutely! I have no problem sharing it at all! Mostly, I just used the excellent stat document that Sc8rpi8n_mjd put together and made available on the following thread:

link

I'll be honest, D&D 3.5 and PF 1 are so close, I made a lot of the changes on the fly that I needed to beyond that document. If you have any specific questions about location changes I made to move things to Golarion, I can certainly start a thread over on AoW subforum. Just lemme know!

This weekend finished up the 3rd (of 4) arcs to my Pathfinder Age of Worms game. Despite several more VERY close calls in "Book 10: King of the Rifts" (Brazz is one tough red dragon! And that was AFTER the Mother of Worms almost got them!) there were no further deaths.

As previously requested (back in... July?? Where does the time go...) I started a lessons learned thread for my Age of Worms in Golarion campaign. Feel free to take a look and ask any questions there if you'd like!

Link!

Now I get to enjoy a return to the player's seat for a while and finish up Book 5 & 6 of our "Return of the Runelords" game. I gotta say, ReotRL has been really good! I never heard much about it when it came out. Kinda just slipped by I think. But it's really good! I highly recommend it.

Then it'll be back to finish up Age of Worms in a couple months.
Cheers!

Dark Archive

Book 10: King of the Rifts
- So it was a return to the Acadamae in Korvosa and a quick bit of research through books that Toff swore didn’t have details in them before. I needed a nice mountain location for the giant city, not too far from the location of the Worm War on the Whistling Plains. I didn’t know of TOO much going on in the World’s Edge Mountains, so that was the lucky location. - I had a canyon cut in from the eastern side of the mountain range, running west before turning south into a large box canyon. About 300 feet deep between several large peaks, this let me have the giant city about 200 feet up above the canyon and keep the orientation of the map the same. This was also a fairly tucked away area that wouldn’t be discovered except by the giant tribes of the mountain range.
- This was a pretty straightforward one to run. All the conversion stats are present.
- I added that the giants had set up big barrels of oil burning along the edge of the upper city. These produced big clouds of black smoke. Added with setting fire to several wagons and the fires set by dragon breath it semi-concealed much of the city in smoke. I did this so the PCs couldn’t immediately just teleport to the Citadel at the end and so the first flight of dragons the PCs fought didn’t trigger a chain pull of every dragon fighting near the city. That would have been way too much for my group. Instead, I told them it was very difficult to make out details beyond 60-80 feet due to the smoke. That also just so happened to be about the distance between encounter areas that I played fast and loose with.
- I’d say try to give a sense of urgency by repeatedly destroying locations. By the end of the first night, have the gate tower at A be destroyed. Then have the tower at K destroyed the next day. Then the big one, when the dragons finally crack through J. Make it really seem like all of Dragotha’s dragons that flew in from the Rift Canyon are making real progress.
- As for the phylactery, I said that it was so powerful that it had its own soul. Thus they made a plan to run in, grab it and teleport away that I told them wouldn’t work because it was more like a creature that would resist them than an object. Bad news: I also ruled that the paladin could smite it as an undead so that ended the phylactery fairly quickly. LOL.
- I will say, I skipped the whole return of Alastor Land’s ghost and the vaati bloodline angle. That just seemed a bit too much “Chosen One” (drink!) to me. Instead, I had them find the information needed from pg 82 in the many books that Vercinabex Tor had collected. These were first hand books left by the stone giant druids, so I figured they’d have almost any adventure details remaining in there.

On to book 11
This is going to be at the northern end of the Windswept Wastes of course, where I put the Rift Canyon. At the far western end is the Wormcrawl Fissure.
And then from there, on to book 12 which of course will take place back in Alhaster where the spire will have been suddenly completed.

Dark Archive

Book 9: Library of Last Resort
- So Lashonna gets to tell them about the Order of the Storm and that they had their headquarters on a small island off the coast of what was once Lirgen. 25 miles off the coast to be exact, which of course in the Eye of Abendego. I figured an unassuming rocky island here wouldn’t attract too much attention… especially just inside the hurricane.
- While scrying on Darl they of course see the Hand of Vecna. Since there is no god Vecna in PF, I kept this related to Norgorber. Darl is a priest of Norgorber and Vecna was a powerful lich that served Norgorber. When the lich died, his hand was turned into a powerful artifact of the god of secrets. My Greyhawk players chuckled but were cool with the change.
- The good news is, since my group already sailed down here to get to Kuluth-Mar, they could do a teleport run to Drenchport. Then it was a tense sailing voyage along the edge of the hurricane. I had them able to get within eyesight of the island with some good piloting rolls so a teleport jump to the beach was then an option.
- I really liked how Sc8rpi8n_mjd stat blocks focused far more on a First World approach. Once they arrived at the demiplane of Last Resort, I had the PCs make a decent Knowledge (planes) check to note that this demiplane was very close to the First World along with the no access to the Astral Plane. This gave a great excuse for the vibrant explosions of life, the large animals and fey Tanes that make up the tests.
- The stats files include other creatures you can include on the island if you want. I didn’t.
- I had to tone down the fight with the Wild Watcher a bit. The cloak’s disarm attempt and catch projectiles once per character per round was a bit much. I changed it to once per round… period.
- Entering the fountain of dreams of course takes the PCs to the past where they experience the final fight of the Worm War. It’s on a hill on the southern edge of the Whistling Plains overlooking the Windswept Wastes beyond. I let them know from the start that they had a sense of déjà vu… that these events had all already happened. That way they wouldn’t spend their precious hero points nor be too upset when that horrifying boneyard shows up to kill them all.
- That pretty much wraps book 9 after finding out that the phylactery was hidden in Kongen-Thulnir.

Dark Archive

Book 8: Prince of Redhand
- So back to Toff at the Acadamae who’s research with Celeste and Eligos has revealed the involvement of Balakarde and Lashonna. So it’s off to the Kingdom of Redhand. I placed Redhand on the north shores of Kallas Lake, between the Sellen River and the East Sellen River. Alhaster itself, the one and only large settlement of Redhand, overlooks Kallas Lake.
- All of the stats in this book have been rebuilt. So nothing to worry about there.
- In the city, the chapel of St. Cuthbert again becomes a chapel of Abadar. The Ruby Spire to Wee Jaz becomes the Gray Spire to Pharasma. Hextor becomes Asmodeous.
- I also changed the “Free Lords Embassy” (area 19) to the “Outlaw Embassy”. Zeech kept it for visiting members of the Outlaw Council but it was usually empty… a source of much embarrassment for Zeech who didn’t like to be ignored by the other River Kingdoms.
- I also had to remove any “slave” references because Redhand was in the River Kingdoms and the River Freedoms. So they just became indentured servants that were essentially slaves. This worked out just fine for the workers stuck out in the glories and the quarries supplying the stones for the Great Project.
- What I did for the banquet was print out every guests’ picture and break things up into “turns”. The PCs could influence one guest as they move between events or at each event (if they weren’t involved in the actual event). That way I could move their mini onto the guest’s picture as a reminder of who they were interacting with. When they’d maxed the guest out as helpful, I’d put an H on the picture. Just so the PCs could keep track.

As for each guest, I made a lotta changes there.
- Prince Zeech- I changed him to a prior paladin of Iomedae who fought in the Worldwound from Mendev. He grew tired of mismanaged and badly planned battle plans and wanted to be in charge. He abandoned the war effort 20 years ago and conquered Alhaster using his military genius and using Quemps’s barbarians.
- I had Kilraven be the Redhand Captain of the Guard. Kept things a little simpler.
- Miszen I had be a spy from Daggermark. Alhaster was a small kingdom, but at a critical junction on Kallas Lake. The Outlaw Council, that have frequently ignored Zeech, didn’t like what they were hearing about this Great Project that he’d become obsessed with.
- Shag got changed because there’s no quaggoth in PF. So he became a very shaggy mongrelman from the Emporium. Otherwise no change.
- Toris was a nobleman merchant from Daggermark that was the lowest ranking member of a family who was told they had to send SOMEONE to Zeech’s celebration. I had him saying “I’m not even supposed to BE HERE today!” a whole lot.
- Bkruss, Vjuss and the Redhand Knights I had be mercs that worked for Zeech. They clashed frequently with the elf forces north in the Cordelon forests.
- Vulras I had be the Redhand Warden. He was in charge of all the wardens and security in the countryside around Alhaster and the Glories villages.
- I added in Okral as well as Tirra as guests at the banquet. Okral because they never got a proper show down with him and Tirra my PCs were friendly with her. She was sent because the Night Blades were angry that Okral performed an assassination in “their” city. Tirra was sent to get revenge.

- Most of the rest of the book I ran as is. I changed the Lively Baiting event a bit. I have players who work with a rescue for feral cats, so these obviously became dire rats instead. I also didn’t want the other players to get bored, so there were 6 cockatrice rings that would be used, not just Zeech and one other.
- At the party, if need be, among the servants have a number of low level priests casting undetectable alignment on guests and such. That way if you need Lashonna to have a mind blank running, it won’t tip anyone off as being out of the ordinary. You might have her with a permanent Appearance of Life spell running as well if you want to keep up the game or if you happen to have a soul seer tiefling with death watch running constantly.

Dark Archive

Book 7: Spire of Long Shadows
- So, here’s where I really had to decide on the overarching timeline and Kyuss’ background. Specifically, why had no one heard of him or any of these events before in Golarion history?

Golarion History of Kyuss
- I decided that about -6500 AR, when Xin and all his followers left Azlanti to go north and founded Thassilon, another Azlanti was exiled, though this event was VASTLY overshadowed in the history books by the other. A very charismatic priest was kicked out of Azlant for unnatural experimentation with undead. He was a devout follower of Urgathoa and was sent into the wilds of the Mwangi.
- The young priest Kyuss made contact with the locals and the very charismatic man was able to trick them into worshipping him and enslaved them to his will. He had them build Kuluth-Mar in the Jungle of Hungry Trees just south of the Korir River. Why the Jungle of Hungry Trees? Well it’s a jungle and nothing else was going on way down there that I knew about. Easy to slip into Golarion.
- Alternately, you could have Kyuss be a cannibal follower of Zura I suppose. Either way works. He just has to be a very charismatic priest.
- From there he met with the undead spellweaver, who I changed to a dimensional traveler in PF. Kyuss learned how to ascend to become a powerful demon lord using the lifeforce off all his enthralled followers and got trapped in the monolith. From there, the ordeal of the ascension caused him to slumber for nearly 2000 years (through Earthfall, the Age of Darkness and into the Age of Anguish.)
- In approx. -4000 AR, Kyuss started to stir. Slowly his undead followers began to wake and wander into the surrounding jungles.
- At the end of the Age of Anguish, Old Mage Jatembe and his Ten Warriors bring magic back. One of the groups that were trained by them was a group of druids who worshipped Gozreh on the shores of what at the time would become Lirgen. This of course was to become the Order of the Storm.
- At about -3400 AR (ish), the Order of the Storm working with the native Eku’Jae elves are threatened by the undead spreading out from Kuluth-Mar. Working together, they push the undead back and create the obsidian ring around the city.

- The next step was figuring out where the Rift Canyon was going to be. I liked the idea of the Wormcrawl Fissure still being off of this so I decided to place it far in the east at the northern edge of the Windswept Wastes.
- So! During the Age of Destiny, I went with -2900 AR ish, the red dragon Dragotha has fled from Tiamat’s service, heard Kyuss’s whispering and took the monolith over the walls of Kuluth-Mar. He flew far to the east and made his lair in the western fringes of the (newly added) Rift Canyon. I’m glad there’s no detailed maps of the Windswept Wastes yet because there’s now a 200-mile-long canyon there I added at the northern end along the mountains there. I know somewhere further south/southeast there’s the dreaded Pit of Gormuz, but to the north there’s the Rift Canyon now.
- Anyway, Dragotha manages to free a small portion of the demon lord Kyuss, enough to make an avatar. Kyuss begins to teach Dragotha the strange techniques he’s learned in the dimension beyond the monolith where he’s been trapped. He teaches Dragotha how to become a true dragon lich – a dracolich if you will- instead of just a ravager (the PF equivalent). Tiamat’s followers catch up to Dragotha and kill him. With the prep work they’d begun, Kyuss raises Dragotha as the one and only true dracolich on Golarion and makes him his Herald. This covers the rarity of the dracolich and also keeps me from having to make him a ravager instead.
- So then Dragotha and Kyuss build up an army of undead and about -2800 AR they come storming out of the Rift Canyon in the Windswept Wastes in what I dubbed the Worm War because I love alliteration. They drive the nomadic tribesmen before them and begin destroying the small villages to the north in the Whispering Plains. The plains tribesmen and their stone giant allies in the nearby World’s Edge Mountains call their druid allies far to the west. The Order of the Storm arrives, steals the phylactery and works with the tribesmen and stone giants to hold off the attack (with a band of heroes that arrives next book). They then drive Kyuss’ avatar back into the monolith since it’s not the Age of Worms yet.
- So by moving the last fight against Kyuss to the Windswept Wastes and Whistling Plains, it explains why no one in the Inner Sea region is very aware of it. Also the ritual that hid the phylactery could also have affected the Worm War as well.

Anyway, back to Book 7!
- The PCs go the Acadame where they meet up with Celeste again and are pleasantly surprised to find Eligos alive and well. Obviously after Book 5, Toff has his old student Resurrected to assist him in the coming research. I left Agath out. He’s a Greyhawk character and I didn’t see any reason to include him with Celeste and Eligos already.
- Did I mention I like epic journeys? I didn’t like the idea of the picture of Kuluth-Mar, teleport and POOF you’re at the next dungeon. I had Balakarde’s notes mention a large stone arch justeast of the Korir River delta region where the waterways merge into the main river. This marked the road that once led south to the city, back in Kuluth-Mar’s height. So the PCs sailed from Korvosa down along the coast, through the Shackles to Port Freedom. From there, they hire River Guild guides who wouldn’t wait at a camp for the PCs without Ivory Cross mercs. Then they barge up through the Korir River delta region to the main Korir River. They find the overgrown arch and follow the ruined road 10 miles due south into the (now) trackless wilderness to the valley with Kuluth-Mar in it.
Or just teleport through the painting. It’s up to you.
- All of the creatures here have rebuild stats so that’s great.
- In Kuluth-Mar I didn’t change much except some of the visions as I’ve spelled out above.
- Human priest Kyuss had a holy symbol of Urgathoa in the vision.
- I spread out the dungeon levels to make the whole thing less crammed together. Added some longer passages between the chambers and added more than one door into each room. I also didn’t like the three other Kyuss knights sitting on their asses in their room while the place was getting attacked. They moved out and rallied the defenders to a counterattack, using the (now connecting) corridors to hit the party from multiple directions… like genius tacticians should.
- As others have said, also maybe move the Harbringer out into the main overworm chamber to have room to fly around. At least give him a MUCH bigger chamber.
- Consider at the end of the book giving a full hero point for each vision experienced instead of just a reroll. The “avoid death” of a couple hero points is huge in this AP with some pretty deadly encounters.

Anyway, on to Book 8!

Dark Archive

Book 6: A Gathering of Winds
- I already covered how I started this book off with the Battle for Diamond Lake. Here it is if you want to look at it again. Link!
- Then they headed up to the Whispering Cairn where they fought Ilthane, who I had bumped up to an old black dragon. Sorry, I like my dragon’s huge at this level. Horse sized dragons just seem a bit small for boss encounters.
- Continuing with the theme from Whispering Cairn, I changed Icosiel’s tomb to being of Azlanti architecture. The Azlanti up here in Varisia watching the serpentfolk at Viperwall built the cairns in gratitude to the Vaati that helped them.
- Most of the rest of the adventure was pretty straight forward with the PF conversions available.
- I changed the “true ghoul” Moretto to being from Nemret Noktoria, the civilized ghoul city in the Darklands under Osirion. Yeah he was a LONG way from home up in Varisia, but my PCs didn’t question it.
- After the Battle of Diamond Lake, Mayor Neff is left dead and Smenk is either dead or arrested (and likely to be sent back to Korvosa to be hung as a traitor). The garrison takes over temporarily but soon places “the smartest man in diamond lake” in charge, Allustan as the new mayor. This is a good way to keep Allustan busy and out of the rest of the adventure. Plus the PCs have out leveled him anyway.
- Allustan recommends they go speak with his old mentor, the headmaster of the Acadamae, Magemaster Toff Ornelos. I used Toff as the stand in for Manzorian/Tenser. I wasn’t 100% happy with that stand it, but there’s a shortage of high-level wizards in Golarion, and even less that are good aligned and would be adequate patrons of the PCs. So Toff works.

Dark Archive

Book 5: Champion’s Games
- So here we have the Champion’s Games, the main setting for this book. For me the obvious choice was the Serpent’s Run Arena at Magnimar. So how to fit it in? Well there are monthly gladiator fights put on as shows by the city guard (from the Magnimar City of Monuments sourcebook). But once a year (for the past ten years) anyone can enter an event called the “Champion’s Games”, a chance for anyone to win big prizes. It’s put on by an ex-gladiator/city guard Loris Raknian. Magnimar’s arena has a pretty strict no-bloodsports policy, so Raknian got around that by having priests standing around the playing field with “stabilize” spells ready to go. Anyone that goes down automatically gets a stabilize tossed on them. Plus, Raknian argued that folks could surrender and give up at any time. His games were NOT supposed to be a fight to the death, but accidents could (and did) happen. This was still considered acceptable for the amount of money the games brought in.
- With the Apostolic Scrolls in the possession of Raknian, the group was set to infiltrate the Champions Games.
- At the dinner they were excited to meet up with Tirra again. They’d grown to like her and I made sure to extend the invitation to the Night Blades (the biggest Magnimar thieves guild) if things worked out.
- For the early fight, I just used the 3.5 stats. I added an extra archer to the elves and an extra gnoll to the druid’s team. This wasn’t supposed to be a super tough fight after all. I had some fun fleshing out the other teams in the cenoby but had pre-determined who was going to win anyway of course. Just the same, the PCs enjoyed interacting with them down in the cenoby below Serpent’s Run Arena. I’m not sure if that’s actually in Magnimar lore, but it seemed an easy insertion.
- For the temple of Kyuss below the Coenoby, I used the 3.5 stats for the tiefling cleric and the alkilith demon as well. Careful of the demon too. At CR 14 he was tough at this level. Stinking cloud at will and cloudkill form meant a lot of saves each round. Consider making the chambers a little bit bigger to account for this.
- Also, I wasn’t going to let the PCs handle the trapped ulgurstasta prior to the big finale. They recognized the artifact nature of the Apostolic Scrolls and that it had something sealed in very dangerous but there was little they could do at the moment.
- For the Pitch Blade fight, I grabbed a level 10 dwarf barbarian from the PFSRD. I also added a third brother to Pitch Blade. This made for a fairly challenging fight.
- For the finale, I had Dourstone up on the main balcony overseeing the action where he’d been sitting with Raknian during the competition. He seemed nervous with no Raknian present.
- I did a mini-rebuild to Auric’s Warband, adding the extra feats to Auric and adding HP to Khallek. Added an extra flesh golem to them too.
- I let my PCs fight them for a few rounds (taking out a few golems) before the ulgurstasta burst up. Then it was a crazy free for all. Raknian ran up yelling about sacrificing the champions while holding his rod of cancellation. Dourstone and Raknian joined in, their personal guards joined in. Tirra joined in from the sidelines. Good times had by all.
- The only one who didn’t join in the fun was Okral. He was busy killing Eligos and then fleeing up to his true boss, Zeech in Redhand who had sent him to spy on Ilthane and the Ebon Triad and then he followed Dourstone to Magnmar. Make sure that Okral carves out and takes Eligos’ heart to stop Raise Dead and Speak with Dead. Resurrection is probably more than the PCs are willing to pay at this moment.
- They ended up killing Dourstone and Raknian. Raknian’s holdings were seized by Magnimar and sold to pay off ALL bets since there was no clear winner then it was declared that Magnimar’s annual Champion’s Games were shut down.

Dark Archive

Book 4: Halls of Harsh Reflections
- I had the Free City stand in be Magnimar. This was mostly because I knew I wanted the arena in Book 5 to be the Serpent’s Run Arena. Plus, I own the Magnimar City of Monuments sourcebook and there’s PLENTY of side adventures if folks were interested.
- The PCs had their own lead here with the peace negotiations. Allustan also asked them to speak with an old classmate of his in Magnimar, Eligos. It finally came out that Allustan had been a top student at the Acadamae in Korvosa before deciding to come to Diamond Lake to try and help the miners living in squalor. One of his good friends and classmates was Eligos who traveled to Magnimar.
- I had Eligos’ manor up in the Alabaster district, not too far from Sheila Heidmarch’s place. He had contacts at the Crooked House which I put down in the Dockway District, not far from the Bazaar of Sails.
- The group also had another side quest. Moonmeadow really wanted his ship back that Dourstone had taken off in. The group found out about a squibbing location in the Underbridge District, coincidently not far from Sodden Hold, the hideout where some dopplegangers were dwelling.
- So! Let’s address the aberration in the room. Obviously mindflayers aren’t a PF thing. So, when Zyrzog makes his appearance upon exiting Sodden Hold you have a couple options.
a. Replace him with something else (probably an aboleth) or
b. Use him as is.
I went with B. I had a high Knowledge (dungeoneering) remember that aboleths experimented with a number of bioengineered creatures. This creature was obviously a unique result of such an experiment (I think my players ended up calling it a “brain ripper” for fun, since we couldn’t say mind flayer). Then I grabbed a couple drow fighters from the PFSRD to cover Zyrzog’s dramatic withdrawal.
- For the second part of the adventure, I had the Cold Forge weapon shop in the Lowcleft District, not far from the Seacleft cliffs. I had the old sewers run underneath the Seacleft towards the far side of the city. Then they dropped down into the series of caves that made up Zyrzog’s hideout.
- from the PFSRD I grabbed stats for Drow House Guard to include as well as Drow Noble Cleric. I also added in a couple giant black widows for melee blockers in the caves.
- Having the octopins in the lab be created by Zyrzog just backed up the bioengineered origin of the “brain ripper” as well. This detail was appreciated by my players. They all traced their origins back to the aboleth.
- In Zyrzog’s notes I included how he’d been searching underwater through the old Azlanti ruins off the coast looking for the Apostolic Scrolls to sell to a buyer (of course leading into Book 5). In return, he would get several teams of miners for some excavation job.
- Why the excavation? Well my PCs had fallen behind again even with a few goblin encounters in the Magnimar sewers. I added a level below Zyrzog’s chambers at M14. It went into the aboleth tower in the PF module “From Shore to Sea” and down to the dungeon where an aboleth was trapped in an observation post from long ago when the aboleth had been hiding below Magnimar and keeping an eye on the Runelords of Thassilon. This one got trapped during Earthfall and was hibernating. Zyrzog found the aboleth and was trying to dig him an escape route to sea.
All of that part you can ignore if you want. Unless you want to strengthen the mindflayer/aboleth connection some more.

Dark Archive

Book 3: Blackwall Keep
- I placed Blackwall Keep west of Lake Syrantula down the Yondabakari River. It was on the south bank of the river (a bit further down than the town of Whistledown) to keep trade open up and down the river to Magnimar and make sure any tribes of lizardfolk from the Mushfens didn’t attack shipping coming into the Lake.
- I kicked this book off with an animal messenger sent from Marzeena. In my game, I had Marzeena as the previous apprentice to Allustan. Allustan took in the new arcane caster (one of the PCs) and Marzeena graduated. She left for Korvosa to join the Korvosan Guard as a battle wizard. From there she was assigned to Blackwall Keep.
- Couple of options here. You can have the PCs hop on a ship and sail down the Lake, down the River to Blackwall if you want. Mention that the Blackwall Keep’s boats have been sunk pier side during the lizardfolk attack if you want.
- OR, I like journeys. I added a small pass through the Fenwall Mountains just southwest of Diamond Lake. This pass is actually what the Bronzewood Lodge guards. So, I had Dourstone take Moonmeadow’s ship and disappear to Magnimar and the Green Lady cult’s ship (the Harkness) was off getting supplies. This left nothing but an overland trip for the party. So through the mountains, along the edge of the foothills above the Mushfens and finally through the swamps along the river to arrive at the Keep. Lots of fun outdoors encounters and time for any outdoors characters to shine.
- The rest of this book is fairly straightforward. Book 3 is where Sc8rpi8n_mjd starts his fantastic stat document.

Link! .

- If they’re willing to negotiate with Hishka, have her tell them how the farmers from Magnimar are starting to expand into traditional lizardfolk hunting grounds along the Yondabakari River and Mushfens. They can help her by taking out the tribe chief and negotiating a peace for the lizardfolk tribes.
- Make sure to describe the alchemically modified lizard king and kobolds as having black scales. You want to foreshadow Ilthane’s involvement for sure.
- Finish up with a rest at the Keep while the garrison fixes one of their boats and they can sail back to Diamond Lake along the southern shore of Lake Syrantula. If you have a group that likes to negotiate, you’ll probably already have your next lead in Magnimar. My PCs liked Marzeena so I had her take some leave from the Korvosa Guard and come back to aid in Allustan’s research.

Dark Archive

Book 2: Three Faces of Evil
- This one obviously still takes place under Dourstone’s mine in town. No big changes there.
- I used someone’s suggestion to kick this adventure off by using Smenk. Keep him in the forefront of town politics. He arranged for the PCs to be arrested for breaking into his property at the Observatory at the end of last book. If they’ll go investigate the cult under Dourstone’s mines, he’s willing to forget about the charges… and nothing horrible will happen to any of their family of course. I loved keeping Smenk as an untouchable jerk. Made the revenge against him in book 6 oh so much better.
- The only big decision here was WHO are the gods of the Ebon Triad? I went with the suggestion made by someone on the boards that…
Hextor = Asmodeus
Erythnul = Rovagug
And Vecra = Norgorber
The reasoning they posed went: Rovagug is locked away. Asmodeus sealed him away. And Norgorber knows the secrets of how he did it. Also Asmodeus replacing Hextor in Book 8 as being worshipped by Prince Zeech’s works great.

STATS
- I continued to use mostly the 3.5 stats given in this adventure. Unless of course I had the PF stats from the PFSRD such as dire boar, allip, etc. Feel free to give Theldrick his channel negative ability if you want to give him a nice AoE blast.
- In the caves of Rovagug (Erythnul), grimlocks are out (not a PF thing) and I switched them with morlocks. Be careful here. Morlocks pack quite a punch for their CR with their climb speed, leap attack and swarming. I used the numbers from the book, but my PCs needed an extra rest to get through the caves.
- In the labyrinth of Norgorber (Vecna), obviously the kenku become tengu. Bump the rogue HP a bit, give em a couple rogue talents and I called it a day. Used their 3.5 stats for equipment.
- Also in the labyrinth, remember the dire weasels are now large in PF. They were medium in 3.5. They have compression so it’s not really an issue for moving and fighting, but something to remember.
- I used the 3.5 stats for Faceless One and his acolytes. Kept it simple.
- The fallout from Book 2 can be a lot of fun if your PCs are invested in the town. I had Dourstone flee town for Magnimar to get outside of Korvosa jurisdiction. He was tried as a traitor in absentia by the Garrison. Everyone KNEW Smenk was involved, but he had all the witnesses to say he was being threatened. So, he managed to get off without so much as a slap on the wrist.

Dark Archive

Book 1: The Whispering Cairn
- So the kick off to this one is kind of weak. It’s really the only bad part of this adventure. You may need to just give the PCs a “cut scene” where Auric’s band is in town looking for riches, the PCs remember the Whispering Cairn and pick up outside the entrance.

Some changes I made…
- Swarms at level 1 are brutal. I put some empty broken bottles of alchemist fire near the wolf den at the entrance as a “hint hint” for my PCs. They picked up on it and bought some more alchemist fire… “just in case”.
- I had the whole tomb be of Azlanti design that they could identify with good Knowledge rolls.
- The Vaati were an ancient (now extinct) air elemental race. The Wind Dukes were their elite warriors. I had this info available at Allustan’s library after some research.
- Nadroc from the Architect wing was an Azlanti architect of some renown. He built the cairns dedicated to the Wind Dukes.
- I changed the grick (a WotC monster) to a thoqqua that had burrowed into the piles of iron spheres.
- The True Tomb was where I had to come up with my first big story change. I decided that after the Azlanti defeated the serpentfolk at Saventh-Yhi, the Azlanti established a small outpost up here in the north to keep watch on the serpentfolk that had fled to establish their stronghold of Viperwall. Deep under Viperwall, the serpentfolk made an alliance with an ancient Qlippoth Lord named Mishka the Wolf Spider. Her countless qlippoth followers allied with the serpentfolk that summoned them and they made preparations to again carve an empire on the surface world in Varisia. The Azlanti here made contact with an ancient elemental race the Vaati. They sent a force to aid the Azlanti under the command of the Wind Duke General Icosiel. The two forces clashed in a mighty battle near the north shores of Lake Syrantula, an area once called the Fields of Pesh. The serpentfolk and their qlippoth allies were defeated and the serpentfolk fled back into Viperwall to slumber. In gratitude, the Azlanti built a series of hidden cairns under Varisia dedicated to their Vaati allies. One of the greatest Wind Duke heroes who fought in the battle was Zosiel, who died in the fighting and whose tomb they were in now. All of this the PCs found out in the smoke images around the chamber.
- I also had them find out that the staff that General Icosiel was holding was an ancient Azlanti artifact knowns as the “Staff of Seven Virtues of Rule”. It was originally the “Staff of Law” when the vaati gave it to their Azlanti allies up here, but it was divided into seven parts.

STATS
- For the mad slasher, I just used the 3.5 stats. At this low level I wasn’t super worried. He had whirlwind attack and that’s about it, so I just went with that.
- Same with the acid beetle swarm. I just used 3.5 stats.
- At the observatory, I think I continued to use 3.5 stats out of the adventure. The tomb mote was tricky being a bit tough to hit.
- I had a 5-man table, so they were a little behind in xp. I added more skeletal crossbowmen in the front room and had the zombie “dinner party” attack as well.
- In the operating room upstairs, I added SRD troglodyte zombies that I “reskinned” as lizardman zombies (as a preview of things to come in Book 3 with the lizardmen)
- Also make sure to give Filge a couple more HP since wizards are d6s now, instead of d4s.
- The wind warriors in the True Tomb I also just used the 3.5 versions. They were plenty tough enough as is.
- As far as research into the strange green worm they find, later on (I think book 2 or 3) I had research books arrive from Korvosa. They were able to determine the worm was from a very rare form of undead, the spawn of Kyuss. Kyuss himself was a very old and nearly unknown demon lord from long ago. I changed Kyuss from god to demon lord since in PF killing a god is a BIG deal. Defeating a demon lord is much less so and this still fits just fine in the AP.

Uh… think that’s in for book 1. On to book 2!

Dark Archive

1 person marked this as a favorite.

Since it’s been requested, I’ll catalog my own PF conversion notes in this thread. From the start, I’ll say that my table plays the Adventure Paths in a unified campaign Golarion and they really enjoy all the lore. So, one of my goals was to slip the AoW AP in without stepping on any (or at least much) established Golarion/Pathfinder canon.

Characters/Player’s Guide
- The first choice was where to put Diamond Lake. Someone else on the board made note that having it be a vasal of the (previously) Lawful Evil(ish) city of Korvosa made sense. I went with that idea. I placed Diamond Lake on the southern shore of Lake Syrantula. Adding a small town tucked in on the far side of the Fenwall Mountains isn’t lore breaking or anything.

- I intertwined Diamond Lake’s History with that of Korvosa and the surrounding lands of Varisia. Obviously, the below are our results from “Curse of the Crimson Throne” so anyone that wanted to use this history would just have to add in their own results if you wanted.

History of Diamond Lake (spoiler for length)

History:

The town of Diamond Lake is nestled among the Cairn Hills. These foothills run along the northern edge of the Fenwall Mountains, stretching down to the southern shores of Lake Syrantula. The town lies a hard week’s ride northwest from the city of Korvosa to which it is subject. Iron and silver from Diamond Lake’s mines fuel the city’s markets and support its soldiers and nobles with the raw materials necessary for weapons and finery. This trade draws hundreds of skilled and unskilled laborers and artisans all hoping to strike it rich. In ages past, Diamond Lake boasted an export more valuable than metal in the form of treasure liberated from the numerous tombs and burial cairns crowding the hills around the town. These remnants of a half dozen long dead cultures commanded scandalous prices from the Korvosa elite, whose insatiable covetousness once triggered a boom in the local economy. Those days are long gone, though. The last cairns in the region coughed up its treasures decades ago, and few locals pay much mind to the stories and wild rumors of yet undiscovered tombs and unlaundered burial cairns. These days, only a handful of treasure seekers visit the town, and few return to Korvosa with anything more valuable than a wall rubbing or an old tool fragment.

The town’s origins date back to the turn of the century in 4600 AR. Tombs were discovered in the hills along the southern shores of Lake Syrantula. At first it was just an oddity, but as more and more ruins were found, word spread. Explorers of these sites faced terrible danger but gained fabulous wealth. Due to the prevailing currents of the rivers running down from the mountains that feed the lake as well as the shelter of the Fenwall Mountains, the waters along the southern shore of the lake tend to be very still and calm. This made for excellent fishing and a small fishing town was established to support the growing number of explorer camps appearing. This also gave the town its name: Diamond Lake from its smooth and crystal-clear waters. Originally, the town was founded to support and feed the scattered camps of travelers that would arrive to try their luck at exploring the tombs among the Cairn Hills.

All of this changed with the great earthquake that struck southern Varisia in 4611 AR. The earthquake caused widespread damage, hundreds of injuries, and dozens of deaths in the nearby dwarven sky citadel Janderhoff. Engineers and clerics from Korvosa and all its holdings flocked to the dwarven stronghold to render aid. Silver and iron had recently been discovered in the Cairn Hills and hundreds flocked to the small town to mine resources in order to support and fund the rebuilding efforts in the dwarven city.

By the time the significant repairs were made, Diamond Lake had swelled into a full-fledged mining town. Mines had been sunk deep into the Cairn Hills and iron and silver were pouring from the ground. With the growth of the mining town, bandits began infesting the Cairn Hills and the lower Fenwall Mountains. Korvosa had gotten used to the rich minerals being produced from the mining town and they wanted the flow of ore to continue. By 4617 AR, Korvosa claimed the town as a holding and soon after a garrison was established there to protect their resources from the growing bandit threat.

As the years went by, Diamond Lake grew into a prosperous boom town. Prominent mine owners moved into the town and started running things with a brutal and extremely corrupt fist. The once pristine waters of Diamond Lake were poisoned by smelting runoff and the surrounding farmlands were poisoned from rampant mining operations. Korvosa for their part didn’t care as long as the resources continued to flow. The locals started grumbling and ugly talk of revolt started to be whispered. But in 4658 AR the nearby village of Biston attempted to break from Korvosa and was brutally put under harsh martial law. Any talk of rising up against the capital city was quickly silenced in Diamond Lake.

Things continued with the miners getting poorer and the mine owners getting richer. In 4709 AR Korvosa saw Queen Illeosa’s “Reign of Terror” ended by the hero Blackjack and the group known as the “Peoples’ Heroes.” The royal seneschal, Neolandus was put in power to oversee the rebuilding of Korvosa after months of plague and revolt. His administration was so busy, the small town of Diamond Lake was allowed to continue festering under the corrupt mine owners. The continued supply of silver and iron was too badly needed for rebuilding efforts and to continue to sell to the dwarves of Janderhoff for tax money.

Eventually Neolandus brought stability to the city. In 4714 AR, after five years of rule he stepped down and Queen Cressida Kroft was pronounced queen of Korvosa. Those aware of the change of power in Diamond Lake thought that maybe someone would step in to curtail the brutality of the mine owners. They were disappointed as the small mining town on the edge of Korvosa territory continued to be largely forgotten.

So things continued as they always did. In the hills surrounding the town, hundreds of laborers continue to spend weeks at a time underground, breathing recycled air pumped in via systems worth ten times their combined annual salary. The miners are seen as little more than the disposable labor of Diamond Lake. They are also Diamond Lake’s foundation, their weekly pay cycling back into the community via a gaggle of cheap gambling dens, bordellos, ale halls and temples. Because work in the mines is so demanding and dangerous, most folk come to Diamond Lake because they have nowhere else to turn, seeking an honest trade of hard labor for subsistence level pay simply because the system has allowed them no other option. Many are foreigners displaced from native lands by war or famine. Work in Diamond Lake mine is the last honest step before utter destitution or crimes of desperation. For some, it is the first step in the opposite direction: a careful work assignment to ease the burden on debtor filled prisons, one last chance to make it in civil society.

Korvosa’s current representative in the region is Governor-Mayor Lanod Neff, a petty bureaucrat who exerts his will via the brutal Sheriff Cubbin. Cubbin is so renowned for corruption, that many citizens assumed the announcement of his commission was a joke until he started arresting people.

Diamond Lake Geography
Diamond Lake crouches in the lowland between three hills and Lake Syrantula. The town is little more than a splotch of mud, smoke and blood smeared across uneven terrain marked by countless irregular mounds and massive rocks. The oldest buildings pack the lakeshore where fishing vessels once docked and stored their catches long ago. That commerce has abandoned the town entirely, for the shining waters that once gave Diamond Lake its name are now so polluted it makes fishing impossible. The same currents and wind shelter that once left the waters smooth and pristine, now caused a buildup of mine run-off and sludge along the southern shore. Many of the old warehouses have been converted into cheap housing for miners and laborers and no one is safe outdoors after dark. As one walks south along the streets of Diamond Lake, the buildings become sturdier and the spirits of their inhabitants likewise improve. A great earthen road called the Vein bisects the town. With few exceptions, those living south of the Vein enjoy a much better life than the wretches living below it.

All the town’s social classes congregate in the Vein’s central square. Roughly every two weeks, someone in the town upsets someone else so greatly that the only recourse is a duel to the death at the center of a ring of cheering miners. The bookmakers of the Emporium and the Feral Dog do brisk business on such occasions, which tend to draw huge crowds. On less violent nights, the square is still home to a thousand pleasures and poisons; if Diamond Lake was a creature, the Vein’s central square is its excitable, irregular heart.

As far as Campaign Traits went, I know some folks have designed their own. I just let my players pick an extra trait and connect it in some way to why they’re stuck in Diamond Lake.
Then I included a player’s map of Diamond Lake and a slightly sterilized player’s version of the town information from the Backdrop article. I had to make a couple changes…

- Obviously I had to realign the town. The water was now to the north of the town, so I flipped the compass rose.
- Several folks on the boards have done great conversions from Greyhawk gods to Golarion gods. I went with the cult of St Cuthbert now being a crazed cult of Abadar. I had them going around town giving penance to Abadar by whipping themselves in repetitive acts of self-mortification. Since man is incapable of adhering to Abadar’s holy Law, only through self-flagellation can they purify themselves. It seemed strange and cult-y enough to give the impression that Diamond Lake is far from civilization.
- Similar, I kept the Cult of the Green Lady and just changed it from Wee Jaz (the Ruby Lady) to Pharasma (the Gray Lady). Easy switch. And these cultists worship Pharasma from an obscure devotional referring to her appearing to mortals as a green-eyed woman, thus this group worships Pharasma as the Green Lady.
- Obviously Heironeous was an easy switch to Iomedae at the Garrison chapel. Done.
Those were about the only changes I remember from the town itself.

Dark Archive

2 people marked this as a favorite.
Jenner2057 wrote:

Wrath of the Righteous

After 43 sessions, we finished running my non-mythic Wrath game.
If I get time, I'll make a "lessons learned" thread about changes I made. But first I've got to finish the players' guide for my next game: Age of Worms, PF1 version.

Hey all!

Just as an FYI, for anyone interested, I did get around to (finally) posting the changes and Lessons Learned for our non-mythic Wrath of the Righteous game. Dropped it as a new thread in the WotR area. Take a look and fire any questions if interested!
Cheers!

Dark Archive

Tin Foil Yamakah wrote:

Out of curiosity's sake. Did you do the dragon attack at the beginning as written?

I did the attack at the end as they made their way to the citadel. It seemed like a proper ending

I did the dragon "commander" attacks at the locations recommended in the adventure:

- Necrozyte (fiendish green) - at the beginning at Flatrock Pinnacle (area D)
- Xyzanth (fang dragon) - at the Ledge (area L)
- Vermirox (blue dragon) & guards - on the bridge approaching the Citadel of Weeping Dragons (area R)

So yes! I did do one of the attacks on the way to the citadel as well. Oddly enough, they just finished the fight with Xyzanth and Vermirox today.

On another note, I'll add the dragon fights have been slooooow. So much flying combat and pre-cast buffs and spellcasting and uggh. LOL. I've only been able to get 3-4 of these encounters in for each 5-hour session. At least they've been fun, despite all the work.

Dark Archive

Book 6

- After doing the kingdom thing for another month, I had them train up their armies and generated a few demon armies for some mass combat action. The opposition was of course dreadfully overmatched for the outnumbered Drezen defenders, so the PCs knew it would be up to them to take out the demon leadership. They survived one round of mass combat then took out the nalfeshnees attackers. Then they survived another round of mass combat and tackled the invading locust demons and Apovicious. That caused the demons to fall back.
- Aaaand then things started going a bit sideways with the adventure. First you had the Yearning House where the entire building was essentially one big combat. Fighting starts in the debauchery and then everyone else (except Sister Perversion) piles on in. Roll initiative for everyone. This was a daunting fight but a fun one. Meeting Nocticula and beating up Sister Perv felt like a bit of a downswing after the massive brawl before.
- And then things really went downhill. After the upper floors of the Yearning House you have – in fairly quick succession - Mistress Anemora, Terendelev, Lord Stillborn, the Skinned Man and the Storm King. This was where I realized that I was spending waaay more time preparing these fights by looking up what all their abilities were than they were lasting on the game board. I’m only exaggerating a little bit.
- Just the same, the fight against Terendelv was fun. Try to get a game map as big as you can to make sure you can move her around a lot. There’s no reason with her abilities she should be going toe to toe with anyone and slugging it out.
- The Storm King. Oh boy. I think this was the first encounter in the whole AP that would have torn through my non-mythic party. The dual initiatives and mythic power attack meant that a full attack was looking at just a gross amount of damage. With the dual initiative the Storm King got two 5-foot steps before the PC melees could attack and thus couldn’t get their own full attacks. With smite resistance, the paladin was having trouble landing a hit. With the Storm King, I had to really cut back. I essentially stopped using his whip, instead just focusing on the sword attacks. I had him cast chain lightning pretty much every other action and had to cut back on his healing only be ½ of the damage dealt.
- Threshold I ran pretty much as is. I busted out the giant map again for the approach to the roof so the dragon-mounted-raspers became an epic aerial combat. The final fight down on the Roots level was also very epic. Much like the Yearning House there was just a lot of combatants. Overall, the only one I was really worried about was the hekatonkheires titan. Fortunately, I had a sorcerer that recognized that the gated titan was a unique creature and she got in a “diplomacy off” with Areelu to try and out bid the witch to get the titan to leave. That actually turned out to be one of the high points of the final battle since if the titan would have come in on Areelu’s side it would have been game over for the PCs.
- Finally, after taking out Areelu, I had the PCs perform the Worldwould ritual and closed the portal as the finale of the AP. I didn’t think the non-mythic characters would have a whole lot of chance against Deskari himself plus all his guards. Even though the PCs did all finish up at 21st level, Deskari is brutal at CR29. I had them complete the ritual and Deskari reaching out for them before the portal snapped shut.
- As an epilogue, I had all the PCs turned into outsiders to go serve in their gods’ courts except for one that took over as the new Queen of Mendev.

Overall, this was a great AP and was mostly functional as a non-mythic adventure as long as you use Hero Points or some other equalizing measure.
Cheers!

Dark Archive

Book 5

- I gave the party a couple months to run their kingdom while the demonic forces were in disarray after Baphomet’s destruction and his forces retreating. The Wintersun hex chose to join them and queen Galfrey gifted them the three hexes up the river. This brought their kingdom up to 10 hexes and a proper barony.
- Have I mentioned I like epic journeys? Once the group set out into the labyrinth, I had them cross through the Ivory Maze and then the Starflower Hedges. I wanted to have them spend some serious time winding through the mazes to give them an idea how truly big they were.
- I told them due to the shifting nature of the mazes, greater teleport would have some limitations. We called it the “WoW approach”. You could only travel to someplace you’d traveled to physically before (much like a World of Warcraft flightpoint). Or you could travel to a companion’s location if you needed to (you can obviously picture your companions well enough) This slowed them down from just teleporting from Blackburgh to the prison.
- Continuing on their epic journey, I had them travel from Blackburgh, down the Meandering River. (mostly so the Shackles characters could use their ship again.) Then I rolled a random maze shift that reconfigured the mazes. I had them wind through a few more zones before finding a route to the Lightless Maze, the hidden route up to the Breathless Mts and the prison. There were just so many cool maze zones that I wanted them to at least get a taste of the cooler ones.
- Since they knew about the Father’s acid blood and most of them were resisting acid, I made a slight change where his blood was epic acid. It either did 6d6 against the unprotected or 2d6 that burned through all normal resistances. This made him feel a bit more dangerous.
- I used other people’s recommendation that even if freed, Alderpash wouldn’t be able to escape the Abyss. I wanted the party to be able to interact with the Runelord, but I knew there was no way my PCs would go for just setting Alderpash free. He explained since he’d spent so long in the Abyss, his once mortal soul was entangled with the structure of the Abyss. So the group made an alliance with him and freed the old Runelord. Alderpash went on to reclaim a corner of the Abyss to carry out his plans.
- Obviously I didn’t have any intension of my non-mythic characters trying to tackle CR27 Baphomet. The story worked out just fine without his direct combat involvement.
- I didn’t have any PCs that worshipped Iomedae, so Queen Galfrey became the new herald. Everyone else got some story related reward as they moved up to Heroic Tier 5 and got a bigger Hero Point pool.

Dark Archive

BOOK 4

- Like the previous book, the recommendation is for Queen Galfrey to accompany the PCs into the Midnight Fane. I had her escort the PCs to the Fane and then wait outside to prevent reinforcements from entering as well as guard the other NPCs the group wanted to take with them to the Abyss.
- I’m a big fan of epic journeys. I wanted the trip through the Midnight Islands to feel more epic. I also had a couple characters with pirate backgrounds, so I thought I’d work with that. I said that due to the morphic nature of the Abyss, the islands in the Midnight Islands have a tendency to move making non-greater teleport very difficult. So I had the ritual at the Vazglar shrine “calm” the islands so they wouldn’t move around. Then I added an abandoned town on Vazglar and a sunken ship pierside. A few make wholes later and they were off in their new ship with the NPCs helping to man the ship.
- They had a couple weeks of sailing across the Midnight Sea where I added some fun side adventures then they docked at Alushinyrah. The ship provided them a “home base” to come back to and the NPCs were kept mostly safe staying on the ship. When they needed to move, they sailed the ship up the canals in the city.
- I held off on giving Nocticula’s favors until AFTER clearing the mines. She didn’t seem like the kind to give her reward up front before the job was done.
- The pirate characters were now attached to their ship, so after the meeting with Nocticula, I had her suck the ship down a whirlpool and pop it back up just off the island. They then sailed up the river to the island’s interior.
- I made the fight on the 2nd floor of the mines pretty much all one big encounter due to demon telepathy. Started with the kalavacaus. Then took a couple turns for the foreman and his succubus to grab gear and arrive. Then a couple turns later the teiflings from the barracks at K9 woke up and joined the fight. Then the minotaurs from the mines geared up and flown into the main chamber. The gibrileth demons from the slave pit seemed pretty independent (they have a “run away” morale score, after all) so they stayed out of it and Hepzamirah herself obviously is busy. Altother, this made for a fantastic encounter.
- After the Baphomet/Nocticula encounter is when I had Nocticula arrive and send everyone home and give her boons. (For those curious, she turned the ship into a folding boat so they got to take it with them. Since it’s much less than the 10,000 gp item she can give them, I said that’s fine.)
- Everyone advanced to Tier 4 at the end of the book.

Dark Archive

BOOK 3

- Before I started this book, I printed and laminated a poster of the Wounded Lands to hang on the wall. I covered the map with white paper hexes that I could remove as the group explored. This was an idea I heard from someone on the Kingmaker boards and it worked great. So thanks!
- I also had a couple players that really enjoyed the kingdom building and management from Kingmaker, so I added that component. I had Drezen be a 1 hex kingdom that they started with a castle, barracks and the rest ruined/broken buildings to fill out to large town size.
- While the demon offensive was pushing in the south, I had the PCs form their ruling council and gave them 2 months to start rebuilding up the city. They quickly expanded/claimed the 2 hexes down the riverbed to start rebuilding the village of Keeper’s Canyon.
- While I let them use Kingdom rules to build up/repair the blocks of the city, I also let them use the UC Downtime rules to rebuild critical buildings at the same time.
- After the two months, I had all the various NPCs feed them the quest leads that sent them out into the Wounded Lands and the bulk of Book 3. Having to return to Drezen every month for a Ruling Week made them feel important and also slowed down the exploration some. I think the group spent about 2-3 months exploring the many hexes of the Wounded Lands before they reached the level that triggered Arueshalae’s dream.
- Then there was the Ivory Sanctum. Oh boy did I mess that one up. Up until this point I was facing the same issue as Kingmaker: the group knew they’d have only one encounter per hex, so the group was free to go nuclear on it. Even at Arueshalae’s Redoubt the group blazed through with no challenge at all. So, growing a bit frustrated, I hinted that if they attacked the Ivory Sanctum and fell back, the agents there might flee with any usable intel they were looking for. That meant taking the entire Sanctum in one go… and that was just waaay too much. They got through the east wing just fine, but then they crossed over to the west side and were nearly tapped. They kept pushing south and I had to pull the derakni guard post encounter because the party was nearly running on empty. The mythic vrock I had to softball (he had fled from his normal encounter area, and I think I had him flee again at only half hp) and then Xanthir Vang, I had to remove his mythic ranks altogether. So! Bottom line is don’t do what I did! Allow your party to take a couple shots at the Ivory Sanctum. Come up with whatever you want to keep the leadership from fleeing with the intel in question.
- Finally, since the group was still very vested in the Kingdom/UC rules in rebuilding Drezen, I had another force of dretchs and tieflings attack the city so the group could run a Mass Combat battle to reward them for all the defenses they’d been building up around the city.
- Wrapping up the book I had the PCs advance to Tier 3 heroic. They all added an additional Hero Point to their hero point pool.

Dark Archive

BOOK 2

- I ran this book pretty much as is as well. My party wasn’t too interested in interacting with “the new guys”, Aron or Sosiel, so I skipped the whole Aron addiction subplot.
- In this book I had the first and second deaths that needed to be saved by hero points so the danger level was still there. Otherwise, the hero points allowed them to feel heroic and they tore through most of the non-boss encounters.
- Despite the recommendation to send Irabeth, Nurah and anyone else the PCs ask to come with them into Citadel Drezen, I only sent Nurah. My group is large enough that I don’t generally allow cohorts so I try to keep extra NPCs out of the initiative rotation and off the battlemat.
- At the end of the book, I had them advance to tier 2 so they got an additional hero point to their pool.

Dark Archive

BOOK 1

- I started the adventure off with a big battle in Kenabres square. Each of the characters brought a 5th level “bodyguard” who was assigned to protect them. The bodyguards were of course quickly slaughtered by the arriving hordes of dretches, schirs, and babau demons who arrived with the Storm King. The 1st level squires (the PCs) worked to evacuate the civilians while their guards bravely tried to hold off the demons. They saw Teledrelev clash with the Storm King and get beaten and then an earthquake from the Storm King sent them plunging down below the city.
- Most of the rest of book 1 I ran “as is.”
- Once the characters destroyed the wardstone shard and became “mythic” (or “heroic” as I called it), I gave them a replenishing pool of 3 + tier hero points. So at the end of book 1 they became tier 1 and went into book 2 with 4 hero points that refreshed at a rate of 1 point/day. I also allowed them to use their hero points as mythic points as far as powering their campaign traits went.
- I’ll say that the path of the archmage (refreshing magic item charges with a hero point each day) was crazy powerful. If I ran this AP again, I’d probably put some more limits on this ability.

Dark Archive

1 person marked this as a favorite.

Oh wow. I finished this campaign back in Aug of 23 and promised I’d put out a lessons learned. My bad. Got sucked into DMing the next campaign. Anyway, here’s (finally) my lessons learned from my non-mythic Wrath of the Righteous game.

So I finally finished Wrath of the Righteous and I thought I’d share some lessons learned. I really wanted to run this story, but I’d heard repeatedly that the mythic rules were pretty broken. So I searched around and found some good suggestions on how to run this as completely non-mythic game. Here’s some of the changes I made as well as some of the problems/shortcomings I ran into.

Character Creation
- I wanted this adventure to feel really epic, so I bumped the date from AR 4717 to AR 4727 and all my players were given the option to run descendants from our other completed Adventure Paths.
- To reflect their superior heritage (and help offset the non-mythic rules I’d be using) I allowed 25 pt builds and everyone started with 8000 gp worth of gear, no more than 4000 gp on one item.
- I also used “fast track” xp. By using fast track on a table of 5 players and not changing the number of enemies in the book, I was able to keep the party approximately 1 level above the recommended level of the books. This allowed them to better face the challenges coming despite being non-mythic.
- Also due to their superior training and to reflect being infused with wardstone power, when they had an ability increase (at 4th, 8th, 12th, and 16th) they got to add a +1 to TWO different scores.
- The group knew from the start that they would be using Hero Points and I would be using Mythic Points and Mythic Abilities for the bad guys. Everyone was good with this understanding from the start.

One Overall Change
- I changed “DR epic” a bit based on a change suggested on the boards. I had DR epic apply against ALL attacks (even attacks that normally bypass all DR) unless the attacker is a Tier equal to or higher than the defender. I put this rule out at the start and all the group was good with it.

Dark Archive

Death #7 (mostly)...

Name: Vilipende
Class: Paladin (Sacred Servant) 16
Adventure: King of the Rift
Location: Flatrock Pinnacle
Catalyst: Necrozyte, fiendish green dragon

Gory Details:

Spoiler:
The group had been cutting through the Strafing Run encounters as they made their way through the northern end of the city. They headed over to the Pinnacle, still with no idea where Dragotha's phylactery may be hidden. They heard Necrozyte casting spells above them as the invisible dragon swooped down. The flyby attacks weren't doing too much, and the group's archer was causing some damage to the dragon. She flew over to hover and try to take out the archer. That's when Vilipende and the rogue flew into flank. A slowing strike from the rogue let the archer slip clear of the hover full-attack. Now infuriated, Necrozyte took her ire out on the paladin next to her. She called on the dark gods and full attack, power attack, smited the paladin next to her. Every attack hit doing well north of 200 points of damage.
Fortunately, Vilipende still had hero points to spend. Iomedae decided her holy warrior's work wasn't done just yet. She protected him from the last blow, and he was merely knocked to the ground unconscious.

Dark Archive

Sorry for the necro, but if a PF conversion is still kicking around, I'd love to take a look. Strongly considering it as one of the next ones to run.
PM sent to TBA.
Thanks!

Dark Archive

3 people marked this as a favorite.

Yeah... I'm not even a PF2 player, but this one might get me to take another look (or convert it to PF1 for my group). Spore War looks really cool. Great job y'all!

Dark Archive

Poor Daxum can't catch as a break as he picks up death #6 (kind of) ...

Name: Daxum
Class: Witch (Hedge Witch Healer) 14
Adventure: Library of Last Resort
Location: Maze of Menhirs
Catalyst: Assassin death attack

Gory Details:

Spoiler:
The group arrived on Tilagos Island and made their way into the maze, destroying the octopus tree. They located the gate at the far end of the maze and were spotted through the rain by the tengu assassin Krekie. As the group was split up looking at the gate and the destroyed golems, she attacked. The group and assassin clashed and Krekie ended up fleeing into the maze.

The adventurers regrouped and headed back into the maze looking for the last of the three key crystals. They attacked the ropers unaware that the ranger/assassin was tailing them. She watched the group more carefully this time and identified Daxum as the healer. She popped another greater invisibility as the group was slowly taking down the tough ropers. As the last two were being fought, Krekie attacked, firing a death attack at Daxum. The witch had a decent FORT save, but the dice were again fickle. He was shot through the heart... or would have been.

My group really liked using Hero Points during Wrath of the Righteous. So instead of just giving a "reroll" for each Vision triggered in Spire of Long Shadows, I gave them a full Hero Point for each Vision.

Dax used two Hero Points to dive aside from the assassin death attack at the last moment. He was knocked unconscious but soon healed and got his revenge. He dispelled Krekie's greater invisibility leaving her vulnerable to being turned into a pincushion from the archer.

Despite the Hero Point save, I consider it a proper death so I'm including it.

Dark Archive

Yolande d'Bar wrote:

I found this somewhere but didn't write down the source.

So in this interpretation, Dragotha's interference is about five hundred years after the erection of the ring.

Oh fantastic find! That's from the "Age of Worms Overload", the web supplement written by Erik Mona, so it's definitely canon.

Can't believe I didn't think to check that since I loved all the Diamond Lake stat blocks in the back half of that supplement.

Anyway, so that's your timeline!

-"2000 years ago" (-1405 cy) Kyuss was a mortal who ascended.
-For "many years" his undead spilled from Kuluth-Mar
-The obsidian ring was built around the city leaving his undead minions trapped for "nearly 2000 years."

-"Hundreds of years later" Dragotha took the monolith containing Kyuss to the Rift Canyon and freed Kyuss.
-"Shortly after," Tiamat killed Dragotha and Kyuss revived him as a dracolich
-Dragotha led Kyuss' armies in conquest "1500 years ago" (-905 cy) and were stopped by the Order of the Storm.

Great research and thank you for the information! I'm running AoW in Golarion and -though I'm changing WHEN events occur- it's great to have things in the right order.
Cheers!

Dark Archive

Hey! I don't have many firm answers for you, but the facts given are...

1. Kyuss walked as a mortal 2,000 years ago then ascended (SoLS pg 60)
2. After his ascension, for "many years" undead spilled out of Kuluth-Mar and terrorized the lands (SoLS pg 70)
3. The wall went up and the undead have been trapped for "nearly 2,000 years" (SoLS pg 70)
4. The battle between Dragotha and the Order of Storms was 1,500 years ago (LoLR pg 62)

So! For your answers...

Yolande d'Bar wrote:
1) How long after Kyuss' attempted ascension did the elves/dakon and eladrins surround the Spire of Long Shadows with the Obsidian Ring?

After "many years". Sometime between 2,000 years ago and "nearly" 2,000 years ago. I think I used 20 or 30 years. That seemed "many years" to me and 1,970 years ago is still "nearly 2,000 years ago. Shrug. Just how I did it.

Yolande d'Bar wrote:
Was this before, during, or after the Order of the Storm defeated Dragotha?

The wall went up before. It went up "nearly 2,000 years ago" and the battle against the Order of Storms was about 1,500 years ago.

Yolande d'Bar wrote:
2) When did Dragotha relocate Kyuss' monolith to the Wormscrawl Fissure? Was this before or after the construction of the Obsidian Ring?

I couldn't find any information on this. My assumption has always been that it was AFTER the ring went up. This is based solely on I had assumed that Dragotha flew the monolith over the obsidian ring so Kyuss could escape. With the ring up, none of Kyuss' undead followers would be able to free him after all. I don't think there's really any info on this I could find other than the Vision from SoLS which doesn't give us any indications of when it occurred.

Sorry it's not more help, but it's what I found in my search.
Cheers!!

Dark Archive

I'd say the one that did it really well was Wrath of the Righteous. They include the NPC update for each book on the inside cover. Even if they didn't have a major role to play in the rest of the AP, they give you an idea of what they'd be up to. I'd love to see them continue that, but I also understand that's prime real estate.

Dark Archive

Tin Foil Yamakah wrote:
Have they dealt with Ma'Kar yet?

Yup. They finished up the book and moved on to Redhand.

Ma'kar turned out to be semi anticlimactic. He kept the melee away with repulsion, but then the casters just d-doored the melee in close. Then it was one round of full attacking, smiting, two-handed power attacking paladin that pretty much ended the fight.

Having the final showdown in Ma'kar's closet of a room didn't help either. If I did it again, I'd give Ma'Kar a MUCH bigger chamber to move around in. The repulsion was just insignificant when he couldn't keep the melee at range. Shrug. Live and learn. The players had fun so all good!

Dark Archive

And wrapping up the dreaded "Spire of Long Shadow" with death #5...

Name: Daxum
Class: Witch (Hedge Witch Healer) 13
Adventure: Spire of Long Shadows
Location: Sea of Worms
Catalyst: Overworm

Spoiler:
After the previous assault on the Sea of Worms (see death #4 above) the group was ready. They had Daxum dimension door the melee fighters directly to the worm callers waiting to hit them with spells on the far side of the cavern. With the melee taking care of the casters, Dax would fly clear and the ranged characters would take out the overworm.
The plan was a good one except for the fact Dax dropped the melee off and rolled a "1" for initiative. He was far too slow in escaping from the line of fire as the overworm rose up out of the sea of worms behind him and grabbed the poor witch in his jaws. He was crushed and then swallowed.
Fortunately, the paladin was swallowed not long after Dax. The overworm was killed and the paladin cut his way out and pulled the witch out with him. Dax was brought back to the land of the living to rejoin the group and finish up the dungeon.

Final Count: 5 deaths in the campaign so far, 4 in the Spire of Long Shadows.
Previous Count (from D&D 3.5 version): 6 deaths in the campaign, 3 in the Spire.

Dark Archive

Repeat visitor for death #4 for the Age of Worms Pathfinder conversion...

Name: Archie
Class: Bard 12
Adventure: Spire of Long Shadows
Location: Sea of Worms
Catalyst: Way too many flamestrikes from Worm Callers

Spoiler:
The group came into the central chamber and started around the ledge. The overworm erupted from the sea of worms and the worm callers came into the room from their guard post. Both of the undead priests blasted the group hedged in around the opening with flamestrikes. Archie took both blasts and dropped unconscious. The paladin in front was grabbed by the overworm and the healer cast a freedom of movement on him to try and keep their tank holding the overworm off. This unfortunately left most of the party still clustered around the doors and another pair of flamestrikes hit them from the worm callers air walking through the chamber behind the overworm. The unconscious bard was blown apart and the group was forced to group up and dimension door back to safety at the surface.
Archie was raised and the group made plans to return better prepared to press through the dungeons of the Spire.

Dark Archive

Double kill for deaths #2 and #3 for the Age of Worms Pathfinder conversion...

Name: Ruso
Class: Monk (Zen Archer) 12
Adventure: Spire of Long Shadows
Location: Halls of Corruption
Catalyst: Corrupted Sword Archon

Name: Archie
Class: Bard 12
Adventure: Spire of Long Shadows
Location: Halls of Corruption
Catalyst: Corrupted Sword Archon

Spoiler:

The party had a tough battle already against the Kyuss Knight outside. They were on high alert now about how deadly the unique undead in the ziggurat were as they moved to clear the chambers around the chapel. Opening the doors to the torture chamber to the north, the ghaele engaged the front of the group as the sword archons teleported out to the main chapel. Ruso fired arrows at the archon trying to cover the rear of the group, but was caught off guard when the first archon dove straight at him. The monk had a good FORT save but the dice gods chose that moment to frown upon him. The monk was slain instantly.
Archie was standing next to Ruso and started throwing buffs out frantically. Unfortunately, this attracted the attention of the second archon who dove at him. The bard's FORT save was much lower and he too was struck and succumbed to the discorporating dive.
The remainder of the group managed to win the day and, after a teleport run for diamond dust, got the two fallen members returned to the land of living and ready to continue exploring the Spire dungeons.

Dark Archive

6 people marked this as a favorite.

Seems I'm in the minority, but I'd much prefer to see Direct Sequels in the future. Not really a surprise, considering I like the 6-part APs better anyway. My players really get attached to their characters and want to play them all the way to the end (eg. 17-20th level).

And when I say Direct Sequel, I'm assuming this is two shorter arcs that could be played separated or linked together. Kind of like how Serpents Skull was kind of two separate APs: "Race to Saventh Yhi" and "Against the Serpentfolk".

Dark Archive

1 person marked this as a favorite.

There's a bit in the background you should consider as well. The timeline isn't spelled out exactly when it happens, but in Book 2 under "Meanwhile on the front..." it talks about how a scattering of survivors from western Nirmathas have already arrived at Tamran with the initial reports of monster attacks. Tamran sent an exploration force west along the Tamran Highway to investigate. This force ran into an ambush and was handily defeated by a force MUCH bigger than what they were expecting. With this level of defeat, the city of Tamran is panicking about setting up defenses of the city likely expecting an attack on the capital next (not realizing that the Ironfang Legion will be focusing on the west instead).

So, bottom line is that the city is probably going to be far too busy worried about their own defenses than helping those back in occupied territory at first. They've already lost a good chunk of their military power in the initial ambush on the Highway. Anything left they might be very conservative using and likely going to keep it for the capital's defense.

Those are just my own thoughts. Cheers!

Dark Archive

I've never personally dealt with the evil party before (and you're right, switching out the archmage "quest giver"), but sounds like you've got a great option there with Rary. At the time the Age of Worms AP is going on, he's working with his number one ally Robilar... who would be a great stand in for Celeste. And they're down in Rary's domain, the Empire of the Bright Lands... which happens to be not too far from Diamond Lake. Rary would certainly want to stop the coming of the Age of Worms to protect his own domain there that he's been establishing for years.
Shrug. Just my thought!

Dark Archive

1 person marked this as a favorite.
Toshy wrote:
Jenner2057 wrote:
Last week we got to begin book 6 "Gathering of Winds" of my PF conversion of Age of Worms.
Brazen question, might your Age of Worms PF conversion be something you're willing to share or do you want to keep it to your own (understandable considering the work it must have taken)?

Absolutely! I have no problem sharing it at all! Mostly, I just used the excellent stat document that Sc8rpi8n_mjd put together and made available on the following thread:

link

I'll be honest, D&D 3.5 and PF 1 are so close, I made a lot of the changes on the fly that I needed to beyond that document. If you have any specific questions about location changes I made to move things to Golarion, I can certainly start a thread over on AoW subforum. Just lemme know!

Dark Archive

3 people marked this as a favorite.

Last week we got to begin book 6 "Gathering of Winds" of my PF conversion of Age of Worms. This is the 2nd time I'm running this campaign (first time got to book 10 playing the original 3.5 version).
Anyway, this was the 2nd time I got to run the "Battle of Diamond Lake" and it went just as great as it did the first time. First group (back in 2006) said it was their favorite part of the campaign and the table this past week really seemed to enjoy it as well. This table isn't *quite* as invested in Diamond Lake as a town, but they still have enough connections that it was a satisfying event.

I'll break it down with I guess slight spoilers for Age of Worms in case anyone else wants to use it.
NOTE: And big thanks to whoever originally threw out the idea of the "Battle of Diamond Lake." It was many moons ago, but it was an awesome addition to the beginning of book 6... both times. So thank you!

Spoiler:

After returning to Diamond Lake from book 5 "Champions Games" (at the Magnimar Serpent's Run arena in my Golarion conversion) they were attacked by a group of ogre-sized, giant blackscaled lizardfolk on the outskirts of town. They scouted out the town and found that the entire town was occupied by giant lizardfolk. They quietly made contact with the townfolk who told the tale of how the black dragon Ilthane arrived 2 or 3 days ago looking for Allustan with an entire force of giant, blackscale lizardfolk in tow. The garrison tried to fight back, but were little challenge to the blackscale lizardfolk (CR3 vs mostly warrior 1 & 2) and they fled back to the garrison.
They also found out that Balabar Smenk (of course) threw in his lot with Ilthane and had been providing her with information. In return, before she left she destroyed the governor-mayor's manor and left Smenk in charge of the town.
This left the PCs to fight their way through town. They got to save their allies and liberate Diamond Lake as they took out the patrols of blackscales and their check points around town watching the approaches. Then they got to storm Smenk's manor and have the final showdown with the corrupt mine owner that they'd wanted to have for the first few books.
If you want, you could level up the lizardfolk and Smenk and make them a bigger threat. I used the standard CR3 blackscales (from the 3.5 MM III and gave 'em breastplates to be a bit harder to hit) and let my PCs have fun slicing through a couple dozen of them. They got to feel like big damn heroes returning to town as 10th level heroes after leaving as young 'uns.
This of course still left Allustan missing and they head out for the showdown with Ilthane (who I bumped up to a huge adult).
All around good time.

Dark Archive

2 people marked this as a favorite.

First posted in 2006. I'd just started running my first adventure path, "Age of Worms," and was a lurker for a little while before posting. Good times when the Paizo boards seemed very active.

Dark Archive

"Cities of Golarion" has an entire chapter (about 10 pages) on Whitethrone.

Dark Archive

2 people marked this as a favorite.

OP, all I can say is -as someone who is still playing PF1- I feel your pain, but I'll say just hold on and enjoy the ride. What do I mean? Well, I'm old enough to have played since 1e and BECMI. Then 2e... and 3e, 4e, PF1, 5e and PF2. Notice something there? All of them have different balances of crunch vs. easy of play. Don't like PF2? There's plenty of PF1 stuff to keep you occupied for YEARS. And I say that as someone who's been playing 3e and PF adventure paths with the same group since 2005... that's almost 20 years. And I bet I've still got another 10 years of stuff to go through at least before I start converting PF2 or 2e stuff to PF1. By then, there may be a PF3 or 6e. You might find those are systems are more similar to what you like. Or it might not be until PF4 when the player base and market want a more rules heavy version of the game. Or heck, there may not even be a Paizo by then. Who knows?
The point is versions change and you can take a look at them and decide if you want to play or not but enjoy the ride. Cheers!

Dark Archive

Name: Daxum
Class: Witch (Hedge Witch Healer) 6
Adventure: Hall of Harsh Reflections
Location: Sodden Hold cells
Catalyst: Doppelganger Fighters

Spoiler:

The party moved through the hideout in Sodden Hold and came to the warehouse cells. Due to some poor sense motives and perceptions, they didn't suspect the Magnimar guards in the cells were members of the doppelganger gang. The party was spread out poorly in the hallway as the guards grabbed swords, kicked open the fake jail door and attacked. Due to the traitor that had been spying on the group, the doppelgangers knew that Dax was the group healer and a soft target. The tough fighters moved up to the witch and dealt him several crushing blows. Dax healed himself, bravely trying to stay in the fight to help his comrades, but he was overwhelmed by the skilled guards that power attacked the poor witch multiple times and knocked him straight to "dead."
Fortunately, Eligos had some favors he could call in and soon Dax was Raised and the group was assaulting Sodden Hold again.

Dark Archive

1 person marked this as a favorite.

Finished up the first arc of my Age of Worms PF conversion. Usually we break the APs up into three arcs (2 books each) and switch back and forth between DMs. AoW seemed to more naturally fall into 4 arcs though since it is 12 (shorter) adventures.

Slight spoilers for AoW...

Spoiler:

#1 - Book 1-3: Diamond Lake arc
#2 - Book 4-6: Free City and back to Diamond Lake arc
#3 - Book 7-9: Travel arc
#4 - Book 10-12: Rift and finale arc

Anyway! That means it's back to the very excellent "Return of the Runelords" game. Starting book 3 and enjoying the break to be a player again.

Dark Archive

3 people marked this as a favorite.

I've posted the various fixes I've used in other places, but I'll drop them here again if anyone is interested. This is just what I did/my recommendations. Check 'em out if interested.

Obviously SPOILERS a plenty below and sorry for the length...

My recommendations:

Spoiler:

Book 1
0. Before the adventure, while doing character introductions or something, ask the PCs which animal best describes them. This lets you set up the Dream Quest in Book 2 a little earlier.
1. As others have said, use the diseases carefully. Consider having a timeline built out ahead of time and rolling for which player catches a disease when. This saves you from rolling the 5-15% chance for EVERY player at the table. You know that on Day 6, Nimblefingers has to save against Filth Fever (or whatever).
2. Make the other castaways likeable. Even if they like to hate them, they’re going to be almost the only NPC interaction for the whole first book. Plus if the PCs like the other castaways, it makes pulling them into Book 2 much, much easier.
3. A number of people have pointed out the value of keeping Yarzoth alive as the BBEG of the path. If she’s killed, try to ensure that her body is in some state to be Raised/Resurrected by Agents of the Coil so she can show up later. (I can do a full write up on how I did this if you're interested)
Book 2
4. The PCs will really need to like and link up with one of the expeditions/factions. If they don't, be ready to create a faction they WILL like and link up with someone else. (Example: Say you have a follower of Sarenrae. He goes to the church and asks if they can fund an expedition. Response: "Well we don't really have the funds or logistics to do that. But we do have several followers that are friendly with the Pathfinders. We'll send a small delegation with the Pathfinder expedition.")
5. Consider having Nkechi (and later Athyra) travel with the main expedition and NOT with the PCs as trailblazers. If you have a capable table already (or a large one) having additional NPCs travel with the party really isn’t a requirement and can slow things down/take attention away from the PCs. Have the native porters' spiritual leader was killed in the warehouse fire. The faction leader said they wouldn't be able to set out because the natives thought their expedition was cursed. So the PCs needed to have Nkechi come along to serve as a spiritual leader for all the porters. Worked much better, kept him in the background once the race began (he traveled with the main caravan) and he wasn't slowing down my already large table. Also makes Nkechi kind of the spokesman for the native manual laborers working for the faction expedition. Gave the PCs a "go to" man if they needed some manpower help with something (repairing a bridge to the central island, clearing an area to move the camp, etc) Same with Athyra once she joined. She gave the PCs some pointers on what was ahead in the M'Neri plains then she and Jagi dropped back to guide the main expedition.
6. For the spirit quest, have cards done out beforehand for the PCs in their animal totem form. Moves, attack forms, etc. Consider adding a “mini-quest” that the PCs can do in their animal forms if they appear to like this. Ruins on the Dream Plane that they have to get through before reaching the Dream Serpent.
7. ROLL RANDOM ENCOUNTERS OUT FOR THE JOURNEY BEFOREHAND. I can’t stress this enough and others have said it. That timeline you started on the island to track diseases? Keep using it to track the party's journey and encounters. (I just printed out one of the several available Calendars of Golarion and wrote notes on the days. Worked fine.)
8. Consider having the PC’s expedition start in the middle of the pack. Track where the other expeditions are and have them run into other trailblazers/expeditions as they catch up or fall behind. Make it feel more like a race.
9. Building off 8 above, consider adding in other encounters where the PCs can make up time or slow down the other expeditions to reach Tazion first. I did this and my PCs LOVED it. Said it was the high point of Book 2 and really kept the pressure on and made it feel like a race. (Some examples my PCs used: Sending herds of triceratops stampeding at them. The witch could speak with animals so he had a pride of lions harassing pack animals on the M'Neri plains. They hired thugs of their own in Kalabuto to harass the other groups. Adding in more encounters with locals like Zenj tribesmen or even Bas'O nomads that could show their expedition shortcuts, Setting some creative traps. etc.) (I have a full write up of the encounters I used if you're interested)
10. Starting in Book 2 and all through Book 3, remember the environment of the jungle. Want to explore into the afternoon/evening or early morning? Chances are the jungle is shrouded in a thick mist from the nearly daily rain. This is going to hurt their ranged characters (who can't see far) and greatly increase the likelihood they'll wander into an ambush. Even charging becomes a pain if you can't see what's lurking ahead of you in the thick, jungle mist. Make sure to enforce max encounter distances. Very few places are going to allow them to rain death at the enemy from a distance through the thick trees. Base encounter distance to even get a PER check in dense woods is 2d6x10 feet, if I remember correctly. Remember the increased PER penalties when in the jungle. There's a much better chance of (again) stumbling into an ambush if they can't hear the enemy waiting for them over the noises of all the jungle birds and screeching monkeys. Finally remember to apply the modifiers for the frequent rain. It makes PER checks even more difficult (additional -4 I think) and affects ranged firing like severe winds: additional -4 to hit.
These are going to be especially important through the valley of Saventh-Yhi in Book 3 as well.
11. If you’re using Yarzoth as the BBEG, have Isillar’s notes mention how she came through Tazion on her way to Saventh-Yhi (and possibly how she was raised by the Coil). This lets the PCs be engaged in a race for Saventh-Yhi and a chase for their old nemesis (and also keeps the danger/mystery of the serpentfolk in the adventure)
Book 3
12. Consider adjusting the discovery point system. Instead of requiring 120 points to claim the city, consider 15 pts in each district. This will force the party to scout around and move their camp. (I have a summary of the exploration changes as well.)
13. Have the different mysteries that can be found printed out beforehand on slips of paper to give out. Either pick which mysteries to give out or have a chart to roll on. (I have these done up if you're interested at all)
14. Make some minor changes to make sure the PCs know they're the first ones to find the lost city. A) Move the ghost at area C to outside the valley. Have his diary ranting about how he knows how close he is to the lost city. B) Change the bodies found in Vaults D and F to serpentfolk bodies or locals tribesmen (trogs, boggards, etc). C) Stress that Juliver and Cline came into Ilmurea through the Darklands. They did NOT find Saventh-Yhi. You don't want the PCs to feel even kinda cheated out of being the first ones to the lost city.
15. STRONGLY consider allying other factions with residents of the districts. This will make the race to claim the city a bit more tied into the city itself. Make the city feel DYNAMIC. You have 5 factions and 6 dominant tribes. Really think about who's allying with who, who exploring where and who's attacking who. (Example: If the Pathfinders set up camp next to the Military district, is Olujimi just going to watch them? Is he going to send envoys up there to demand his tribute for an alliance? Is he going to send a chaou-ki warband up there to try and drive them out? Is the Consortium going to approach the charou-ki and try to buy them off and get them to attack the Pathfinders while maybe supplying them masterwork weapons?) Have the other factions moving camps. Have the other city districts launching attacks at the other camps. Let the PCs know that the city is alive. Allow them to ally and interact with the other factions and tribal districts. Each day you have a lot of choices. Think of it more as various powers striving for control of the city instead of just a hackfest. Don't let them fall into the mindset of "we have to kill everything in the city." That will get boring super fast.
Bottom line: avoid City of Seven Spears feeling static. Be dynamic. Really flex your creative muscles and think about what each side is going to do and give the PCs a rundown on what they've seen happening around the rest of the city each day. Then let them decide where they want to focus their efforts on. Really have fun with it!
16. The timeline? Yup, keep running with it. Use it to track daily encounters for the camps (so you know what camps have to make defense rolls when) and to track discovery points for the various camps. This saves SO much time at the table. Also lets you know what camp is exploring what district so the PCs have a chance to run into/stop them if they want.
17. Consider having them find signs of Yarzoth’s interaction with the natives of the city. Being praised as an arriving savior by the degenerate serpentfolk, spotted sneaking towards the First Vault by the Tribe of the Radiant Serpent, etc. The serpentfolk are supposed to be THE bad guys of this AP and its important that you keep throwing little tidbits that they’re up to something big… even if the PCs don’t know WHAT yet.
Book 4
18. Be ready to run this book during the end of Book 3. If the PCs stumble on a Vault during their exploration of the city, let them find it! Just maybe give them a heads up that they MIGHT not be tough enough to explore it yet. This makes finding the mural/locations of the vaults more interesting if they’ve stumbled on one or two already.
19. Don’t be afraid to start this book while the camps are still racing to finish their discovery points and claim the city. Makes it more interesting if the PCs are exploring the vaults and their camps still have something to do (mapping out and cataloging the ruins).
20. Strongly encourage your PCs to build up Prestige Awards with factions here. There’re a lot of insanity checks and having Restorations available from a faction for 2 CPA was a HUGE help for my PCs.
21. Consider having the Gorilla King show up as an additional faction at the end of Book 3/beginning of Book 4. He sets up a huge (three times the size) camp and begins trying to beat the PCs at their own game by racing through the city collecting discovery points. Make him into a real menace that the PCs fear, watching over the ruined city. Only when the PCs are on the verge of claiming the city will he agree to meet with them and launch into the King events. The Gorilla King is one of *the* premiere characters in the Mwangi and should be played up as such. His approach, arrival and (possibly) encampment should be played up to instill sheer terror.
22. Playing off 21 above, consider not letting the PCs fight the Gorilla King. Someone else brought up the GREAT idea (that I used and it went beautiful) that the King sends his eldest son to fight the PCs to the death at the feast. His son has aspirations for the throne and the King uses this as an excuse to get him out of the way. This lets you play up the King as conniving and smart and lets you keep him “above the fray” and maintain him as a semi-legendary figure in the Mwangi.
Book 5
23. I had the ranger/guide make a survival roll to point out that if they could clear out the morlock/old Azlanti garrison portion of Ilmurea, it would make a suitable base camp. This would free up spell slots so they didn't have to teleport back and forth to the surface. This led them to clearing out the cloaker gate and the elementals.
24. While talking to Udarra, I made sure to mention that the urdefhan were very violent and most likely only willing to talk to someone in a position of strength. This led to the PCs assaulting the aerie and probably several other strongholds before walking in and saying "We're the ones who are kicking your butt. Take us to your leader."
25. My players have been big on Prestige Awards and moving up in their factions. The PA suggestions from the adventure didn't really reflect the goals of all the factions, so I modified them some to push for more exploration through Ilmurea. (EXAMPLE: After reporting on the broken stairs in the cloaker gate, the Pathfinders wanted to find an intact gate down to Orv. This will be worth extra PA and will (hopefully) divert them a bit between the urdefhan and Thousand Fangs.)
26. For Thousand Fangs, consider making a quick "cheat sheet" for the fortress with room numbers, occupants present (normal), and occupants present (alerted). It took a long time to flip through the book checking each of the nearby rooms to see who was where when the snake-men sent out a telepathic alarm. I think a table will be much easier. Just my finding.
27. Once PCs finally enter the Thousand Fangs fortress, remember the 100 ft range telepathy of the serpentfolk. If the PCs hit one chamber, they might be "chain pulling" a few rooms depending on how close they are.
28. As written, the fortress has an infinite number of guards. Whether on alert or not -by the book- there's a 30% chance of any barracks containing 2d4 serpentfolk. Consider that once the fortress is on alert, reduce the barracks serpentfolk to 1d4 and instead add a couple other guardposts through the main coil/corridor. Replacement guards at the tail watching the gate, guards manning the murderholes above the main gate and guards watching the broken section. I also put the other guardposts on "alert." They keep the doors open and have pairs of sentries watching the closest main approaches. But due to the "infinite" number of potential guards, I've also decided that when (if?) the PCs kill Sskhavo, the fortress commander, the remaining serpentfolk will essentially abandon Thousand Fangs and fall back to the Sanctum of Ydersius (area R in Ilmurea). This is where they make their stand in Book 6.
Book 6
29. The only major change I made was with the disconnected feel of the Hunter's Maze. It just didn't seem to fit so I decided that, while fleeing from serpentfolk forces, Valgaunt and his urdefhan troops had found a portal called the Eye of Savith. This was a portal that morlock legend said allowed Savith to watch over her ancient enemies the snake-men in Thousand Fangs. In reality it was a route into the upper levels of Savith's Crypt in Saventh-Yhi, a sight where Azlanti warriors would come to pay their respects to the legendary warrior and also served as a training ground for them. The urdefhan were trapped here and it allowed me to reflavor the Hunter's Maze as a winding Azlanti crpyt/training area but keep the encounters as is. Just how I did it.
30. Oh I did also include Yarzoth in the final fight for some closure. I bumped her up to a CR14 cleric 8/mythic tier 4 and had her be the focus of the ritual to raise Ydersius.

This is a summary/adjustments that I had written up for the Exploration rules:

Spoiler:

Exploration: I made a few changes (based on other excellent comments from the boards here) but mostly just wrote down a simpler "flowchart" that I could follow:

- Each District has 15 Discovery Points that can be found. This largely represents surveying and mapping out the lost city of Saventh-Yhi.

- As the PCs are moving through the district "securing it" (eg. taking out the strong points under "victory conditions") the rest of the faction researchers are mapping out the edges of the district. This is the daily Exploration roll. (It's been my experience this usually takes them up to 8 to 10 Discovery points until a district is secure)

- Once area secure, xp awarded to PCs, camp gets its +1 to each stat bonus.

- Once secure, it's now safe enough for the researchers to move in and (instead of a discovery roll) get to automatically get a mystery for the day. Each mystery is also worth 1 Discovery point (and xp!) so this should be the goal of the party as well (unless they want to try for the roll and the chance of getting multiple Discovery points instead of mysteries. But that's their choice).

- Once the researchers move in, the party can spend the day assisting them (making the knowledge roll for an additional mystery). OR the party can move on to securing the next district (start hitting the next set of strong points).

- Depending how you're handling mysteries, consider setting a max of 8 to 10 in a district. I have them on slips of paper and hand them out and think I had about 40 (combined some and added some more foreshadowing for books 4-6)

- Allying with a district: if the PCs move in and ally with a district, it's now secure. Woot! Camp bonuses and xp awarded! Can immediately start searching for mysteries (since again, each mystery is worth a discovery point as well). Allying with a district is the fastest way to explore it since you are assured of one a day (as a mystery) from the researchers and (if you have a knowledge guy in the group) a second mystery from the PCs efforts

Here’s some of what I used/added in Book 2 to make the race feel like a race:

Spoiler:

What I personally did was take the arrival times and back them all up the 54 days of travel time to get their assumed start times. Then assumed the PCs started a couple days ahead of them. Then backed things up a week (because that's how long it takes to get the expedition together). This gives you a good timeline.
Then -because I wanted it to be more of a race- I delayed the PCs start time by 1 day for every square destroyed in the warehouse fire. They ended up losing 5 days and starting in the middle of the pack.
Now this would have made it IMPOSSIBLE as written to arrive first (and that's just cheap and unfair) so I added in a few more opportunities to make up time.
- At Fzumi Salt Mines (area C) they can shave off a day as written in the book
- At the roadside camp at (area D) I had another set of thugs try to sneak in and poison the party’s horses at night. They found out that they’d been hired by the Aspis scouts that had come thru before. They hired the thugs themselves to poison the scouts behind them and get an extra day lead.
- In Kalabuto (area I), the party hired agents of their own to sabotage the caravans behind them to extend their lead by another day.
- At the Lake of Vanishing Armies (area L) the local fishermen were being harassed by the Spawn in the lake. If the PCs took out the Spawn in the lake, the natives would take the expedition up river by barge to the edge of Mzali territory thus cutting off another day.
- At the tomb (area P) I had some local natives show up soon after the battle. My PCs were careful to reconsecrate the grave site and turned over Amghawe's spear to the natives. As thanks, they showed the PC's expedition a shortcut through the jungle cutting off several bends in the river they were following and shorting the trip an additional day.
- In the jungle, I had another encounter with (I believe) Bas’O nomads. This was a purely roleplaying encounter and the locals showed them another shortcut if made friendly.
- Along the way they had several random encounters with animals. They used Speak with Animal to make them friendly and sent them ahead to attack the expeditions ahead of them. I slowed the other expeditions down a day per significant attack.
- After taking out the Mzali raiders (area M) they made an agreement with one of the survivors to have his people attack the other expeditions coming through slowing them down.
- At one point they also caught up with Ishirou and the Consortium trailblazers. They took him out in an ambush and I had that slow the Consortium down a day as they had to send more trailblazers ahead.
After all that, they ended up arriving on the same day as the Red Mantis trailblazers. I gave them credit for arriving first (since it was really a tie) and made the prisoners at V4 the Red Mantis scouts.
Overall my players said it really felt like a race with the pressure being on and they played smart to make up time whenever they could.

And here's kind of a run-down of how things started with my group to give some ways of being really dynamic in Book 3. Obviously, this is just how it went with my group:

Spoiler:

- Group arrives guiding the Government faction. Have become more and more dissatisfied with the racism of General Havelar (they all play native Mwangi).
- During the night, a patrol of Sargavan soldiers is killed by the charou-ki in the nearby Military district. General Havelar vows revenge and launches a genocidal campaign to wipe them out!
- Last straw for the PCs. They leave to join another faction. My pirate PC and Pathfinder PC argue over which faction to join. With several good diplomacy rolls and great role playing, they get Kassata and Amivour to join forces forming a joint Pirate/Pathfinder camp.
- PCs set out to secure the Merchant district. Have several run-ins with Ishirou who is also exploring the district for the Consortium. Hostilities avoided… for now.
- The Government starts waging war against the charou-ki slowly forcing their way into the Military district
- Red Mantis remains unseen (they’re quietly scouting out the Artisan and Farming districts to the south)
- PCs finish securing and exploring the Merchant district and decide to set their porters to repairing the bridges to the central islands (Government district)
- One PC (secretly working for the Consortium) tells the Aspis that the Merchant district is secure. The Consortium moves camp into the secured ruins and begin exploring quickly trying to catch up to the PCs
- PCs reach the central island and run afoul of the rakshasa (from previous post: he’s sulking because Yarzoth turns all of his followers against him). PCs get curb stomped and run away, vowing to take care of him later.
- Consortium finishes Merchant district and moves around to the south. Run into the boggards and arrange an alliance with them. Consortium moves camp into Farming district
-PCs continue securing Government district inflicting horrendous losses on the serpentfolk. Finally district secure (with almost half of the snake-men dead)
-Government forces occupy Military district pushing charou-ki back to their two strong points (Spear plaza and plateau fortress). They finish off their discovery points here.
-PCs finish exploring Government district. Rakshasa makes several appearances at PCs camp attempting to charm members of their party and faction but is driven off each time (good saves and good preparations by my PCs). Remaining serpentfolk hide in several outlying buildings and flee in fear from the PCs having been thoroughly beaten down.
-PCs hear about Yarzoth from serpentfolk survivors and set out around to the south side for this “human land” the serpentfolk hated. Met the Tribe of the Sacred Serpent and allied with them (securing the Artisan district and moving their base camp down there)
-Red Mantis moves camp further south and runs afoul of the aboleth. Several assassins dominated as the aboleth tries to figure out what to do about these newcomers.
- Now that the PCs have left, rakshasa sees an opening. Regains the trust of the serpentfolk (“See? Your serpent god is weak! He did nothing to protect you from the humans!”)
-Government slowly starts exploring the Residential district, keeping an eye on the charou-ki to their rear.
- PC Aspis agent tells the Consortium that the central islands are secure. Aspis camp starts making rafts on the shore of the Farming district to explore the central islands. Much hilarity ensues as the PCs repeated sabotage them (including “kiting” the mokele-mbembe and sending it rampaging through the Aspis camp)
-PCs finally discover the Mantis camp. Chivane assures them she’s just looking for the temple. They share information (but secretly hope to find it first to use as leverage against the Mantis and to free Sasha who’s essentially being held as a hostage)
-Aboleth sees an opening and sends his dominated Mantis assassins against the PCs camp trying to break up this new semi-alliance.
-On the far side of the lake, the rakshasa kills General Havelar and impersonates him. Moves the Government camp onto the central island in a “surprise” alliance with the serpentfolk. Jask and Nkechi (who were left behind to keep an eye on things at the Government camp) are captured for causing “trouble” and disappear to become play things back in the rakshasa’s den (and to hopefully be rescued by the PCs later)
-PCs set out into the Temple district to look for the Mantis God temple as their camp races to finish up discovery points in the Artisan district
-Aspis camp reaches the Government district and arranges for a no-hostility agreement with the rakshasa.
-The rakshasa eyes the PCs camp among the Tribe of the Sacred Serpent and plots to send a serpentfolk and Government force to wipe out their camp.

1 to 50 of 684 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>