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![]() Deaths #9, #10 and #11 (all Hero Point saved) Names/Classes: Daxum (Hedge Witch Healer 18), Ruso (Zen Archer 18), Archie (Bard 18)
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.
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![]() 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".
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." ![]()
![]() kadance wrote:
Perfect! Thank you so much for the detailed description. That was 100% exactly what I needed! Cheers!![]()
![]() Death #8 (another Hero Point save but still a death)... Name: Archie
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!
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![]() Hey all!
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![]() 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! ![]()
![]() Jenner2057 wrote:
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! 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.
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![]() Book 10: King of the Rifts
On to book 11
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![]() Book 9: Library of Last Resort
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![]() Book 8: Prince of Redhand
As for each guest, I made a lotta changes there.
- 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.
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![]() Book 7: Spire of Long Shadows
Golarion History of Kyuss
- 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.
Anyway, back to Book 7!
Anyway, on to Book 8! ![]()
![]() Book 6: A Gathering of Winds
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![]() Book 5: Champion’s Games
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![]() Book 4: Halls of Harsh Reflections
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![]() Book 3: Blackwall Keep
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.
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![]() Book 2: Three Faces of Evil
STATS
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![]() Book 1: The Whispering Cairn
Some changes I made…
STATS
Uh… think that’s in for book 1. On to book 2! ![]()
![]() 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
- 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
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.
- Obviously I had to realign the town. The water was now to the north of the town, so I flipped the compass rose.
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![]() Jenner2057 wrote:
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! ![]()
![]() Tin Foil Yamakah wrote:
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. ![]()
![]() 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.
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.
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![]() 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.
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![]() 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.
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![]() 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!
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![]() 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.
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![]() 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.
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![]() 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
One Overall Change
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![]() Death #7 (mostly)... Name: Vilipende
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. ![]()
![]() Poor Daxum can't catch as a break as he picks up death #6 (kind of) ... Name: Daxum
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. ![]()
![]() Yolande d'Bar wrote:
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.
-"Hundreds of years later" Dragotha took the monolith containing Kyuss to the Rift Canyon and freed Kyuss.
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.
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![]() 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)
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.
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![]() 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. ![]()
![]() 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! ![]()
![]() And wrapping up the dreaded "Spire of Long Shadow" with death #5... Name: Daxum
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.
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![]() Repeat visitor for death #4 for the Age of Worms Pathfinder conversion... Name: Archie
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. ![]()
![]() Double kill for deaths #2 and #3 for the Age of Worms Pathfinder conversion... Name: Ruso
Name: Archie
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. ![]()
![]() 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". ![]()
![]() 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! ![]()
![]() 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.
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![]() Toshy wrote:
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: linkI'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! ![]()
![]() 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).
I'll break it down with I guess slight spoilers for Age of Worms in case anyone else wants to use it.
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. ![]()
![]() 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?
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![]() Name: Daxum
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. ![]()
![]() 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. ![]()
![]() 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.
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