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I'm having a little trouble figuring out which senators and "dramatis personae" survived the massacre in the senate hall.

I scoured through through book 1 and the beginning of book 2 trying to find any mention of it, do ANY of the senators or dramatis personae of chapter 1 play any written role in any of the subsequent books?

I know my players will ask and I don't want to say "oh yeah Baron Okerra died too, pretty much everyone died" only to find out that he plays a pivotal role in book 5 or something..


Am I reading the Portable Grinder from this chapter right?

https://thehiddentruth.info/player/equipment/items/tech?page=Portablegrinde r

The Party can just go to any of the buildings in Noma and grind away at absolutely anything and come away with 1000 credits worth of Polyfluid? 5 minutes of work, 5000 credits and then recharge the battery and off they go again?

They're then using that polyfluid to make barrels, so they can take more polyfluid with them.
It's getting to the point where I have to figure out exactly how many hundreds (thousands?) of bulk that the Sundiver can hold before they decide to finally return to the burning archipelago as millionaires.


What sort of scale do people have in mind for each of Noma's hexes? I couldn't find any reference to it in the book, just wondering how long it would take to travel across a hex.

My party are most likely bringing their cruiser that they have brought onboard the Sundiver ship. The hover car can travel at 75mph and as the crow flies if that makes any impact on how I should scale the city!


Bjørn Røyrvik wrote:

I can't seem to find that ability so I can't help you there. Are you sure this ability has no limit on use? In any case that sounds fun. It could be a good end to the story - eternally trapped until some later adventurers show up and get involved somehow. Maybe Yog-sothoth doesn't want the paradox bubble to exist so sends more people to fix things, such as a new group of PCs.

Maybe Alaznist keeps tryingto kill this PC until she runs out of juice and the PC can solo her. A bit of a cop-out if you ask me, but it's an idea.

But one can ask whether Pharasma's chosen is still chosen after having failed.

It's a capstone available to any class, if you scroll down to the bottom of a class page, it's the last one. https://aonprd.com/ClassDisplay.aspx?ItemName=Fighter

They come back at the end of "the scene" and then if they die again, there is a 1 week cooldown before they can come back again.

So they'd only really have one shot to best Alaznist after the fight when she has no mythic points left and very low on spells. If they fail, she has a week to prepare for them again.

As for bringing in other PCs, I can't really think of anything sadder than making players make new 20th level PCs to wipe up Alaznist after their own PCs failed. I think they'd all rather it just end on a loss than that.

Will see how the Won't Stay Dead character wants to handle their return, and then call it quits after whatever outcome comes from that!


Bjørn Røyrvik wrote:


Assuming they want another shot:
The AP does mention Alaznist will set out to conquer her old lands back then expand.

One thing I hadn't considered is one of the players chose Won't Stay Dead as their 20th level capstone ability. Narratively thus far, we have had that character be a chosen of Pharasma, who is basically having trying tryouts to be "The Survivor" who Pharasma may pass the torch to at the end of this cycle. Regardless, this capstone means they come back at the end of the scene.

How this works in play then is something I may need some help with. In the Adventure Path it's stated that both Alaznist and the party can't both exist in reality, they are trapped in a paradox. So when one PC just keeps coming back, is she essentially trapped eternally? A la Dormammu & Dr. Strange?


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Well it was a blast (literally), but the party TPK'd against Alaznist. A hell of a journey and a heartbreaking end to an epic adventure. Sometimes the heroes don't win.

Players are still reeling from the event so letting the session breathe for a while before we decide what to do next! Anyone else had experience with a loss at the final battle of an AP?


Herald of the Redeemer Queen wrote:

I just checked, and I could have sworn she was a Musket Master Gunslinger, but I guess I presumed wrong.

Honestly, with how awesome the idea of a Vrock Gunslinger is, I'd say just rebuild her as a Musket Master Gunslinger so that she can treat two-handed firearms as one-handed for the purposes of reloading.

Or, if you'd rather avoid the work, you can always treat her as if she could do that and just full-attack with the listed attack modifiers. The PCs are 20th level, they should be able to handle it.

Thanks for the clarification, they managed to trigger this encounter at the same time as the tempest behemoth so I may lean towards keeping it as one round shooting twice, one round reloading. Even still, not sure how they'll scrape through this combat alive and no idea how to handle a TPK at this point in the campaign!


Can someone help me out with firearm stuff? I'm preparing for War Master Yahar, who uses a double-barreled musket and has rapid reload.

His musket full-attack is listed as: +30/+25/+20/+15

Except I don't know if he can actually do this? It seems to be a standard action to reload the musket, so is it;

Round 1: Fire at +30/+25 (or +26/26 if firing both barrels at once)

Round 2: Reload as a Standard(?) action, provoking attacks of opportunity

Round 3: Repeat round 1


Bjørn Røyrvik wrote:

Having reread the relevant parts, it does seem as though other powers can't get involved since the final showdown is in a paradox bubble.

In that case, I'd just remove the first encounter in Hollow Mountain. Have the PCs show up in an empty room and give them a chance to recover before they move on. They can use the Cauldron to bring back the dead and due to the nature of the place creatures won't 'activate' until the PCs see them. It is the option that requires least explanation or alteration to the adventure.

If the survivors go exploring you can have them meet some lesser encounter they can easily handle on their own and emphasize how the creature seems frozen until the PCs show up, at which point it 'wakes up'. Hopefully that would send the right message.

Hadn't considered having them arrive in an empty room. I may just have the survivors merge out of the moss at the bottom of the spiral staircase and have the bodies unceremoniously dumped into the stairwell then. That way it immediately presents them with the information that they are in some enclosed paradox and gives them the option to scout up to look in to the first room, or just hold up and res. Thanks!


Reckless wrote:

If my PCs die fighting Alaznist, that's it for them, the climax. Win or lose, that's the battle the campaign leads up to.

I definitely plan on doing the same, no intervening or deux-ex-machina saves from me in the last battle.

Bjørn Røyrvik wrote:
there are probably a number of gods or other powerful beings that have an interested in the canon version of reality being the way it is, and they can offer some aid to maintain that.

For some reason I thought I had read that deities couldn't directly intervene in the dimension of time as the PCs are kind of separated from reality, I'll have to double check through the chapter and see if that is so! For sure Yog wouldn't intervene and I don't really want to have some random deity they've never interacted with turn up and save the day but maybe Nocticula could do something..

Bjørn Røyrvik wrote:
Heck, you could even let the surviving PCs find some b%~!~#&+ way of time traveling

I had considered this, but if my understanding of the time travel in this adventure is right, that would rely on the PCs succeeding in the last battle. If they fail, I wouldn't want the players staring at a glaring plot hole of "how did X turn up and save us earlier, surely he must have survived to time travel back to here?"


TloniousMonk wrote:

Hmm... That is really unfortunate. Do they not have any scrolls or any other way to resurrect the dead PCs? If so you could maybe put them into some sort of transitive space and allow them to use their resurrection and healing spells before they get placed in E1. Another option is to use the Steward of Stethelos to apply some healing in this transitive space. If they don't have the material components... I guess maybe you could spit them back out in Stethelos and allow them to go back and buy the components from the vendors there.

Another option might be to just give them all a free True Resurrections, but increase the amount of Paradox Points that Alaznist has, since this would be somewhat of a paradox in and of itself. 1 Paradox point per dead PC? Up to you.

They have a cauldron of ressurection and one of the two survivors can breath of life, unfortunately the dead party members are too far into the negatives of what breath of life can bring back or have been dead for too long. Getting the cauldron out of the portable hole and preparing the bodies just doesn't seem feasible while getting wrecked by the giants and the hellstorm flume.

About the steward.. they got killed in round two by alaznist's projected image unfortunately..

Giving some of them true ressurection is a little strange only as most of the party already has some negative levels (including the currently dead ones), so weirdly dying in the fight would have been more beneficial and feels like a punishment for the survivors who finished the temporal wound.

I'd rather not have them go back to Stethelos as I feel like it kills some of the narrative flow of the end of that arc (plus they have no gold left for diamonds, they spent everything before going into the final temporal wound).

Loathe as I am to have an anticlimactic "loading screen" of rezzing and healing just after Alaznist tells them she's bringing them with her, a transitive space might be the only suitable option.


PC's are finally entering the endgame after healing the final temporal wound. Next session they'll appear inside Alaznist's demense, restored as if they'd had a full nights rest and spell slots refilled.

Unfortunately, 3 of 5 died in the final temporal wound and the two that managed to finish the job are dangerously low hp. Not sure how to handle their arrival in area A1 of the demense, only having two party members and three dead bodies is pretty clearly going to be a swift TPK against the giants. However a free raise dead also feels a little cheap, not only that, they'd only come back with like 1/3rd of their total HP and no way to buy diamonds to remove negative levels.

Any thoughts on how to handle this?


Did anyone alter the 6th event "Cyphergate Sabotage"? As I read it, the PCs arrive, succeed at the relevant social skill check and then one-shot the Keystone. This one seems like it should be finished in one round (or possibly two with a slew of unlucky rolls) and there is no threat or tension. The brawler of our group could destroy the keystone with a full-attack on their own.

I don't know how to make this one not end up being confusing and unsatisfying for the players.


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Have just spent a while fiddling with the map for Secrets of Warped Flesh to get it on to roll 20 and set up all the dynamic lighting for the tunnels.

Foolishly, I did this all before reading the encounter. Am I missing something or does this massive map of maze-like tunnels serve no purpose? Do the party just arrive on the shore of the underground lake and fight there? Why is there such a complex network of tunnels spanning 250 ft taking up 90% of the map?

It also mentions to put the fiendish template on a shoggoth to represent the portal, but the fiendish template doesn't seem to do much of anything for a Shoggoth:

it already has DR10/- (would gain DR10/good),
It already has SR30 (would gain SR 25)
It already has Fire resist 20 and cold immunity (would gain Cold & Fire Res 15)

The smite also is kind of useless since it only has a Cha mod of +1. So nothing is altered to add +1 CR to the creature, should I add the advanced template or something else?


When the PC's enter a temporal wound for the first time, they get the effects of a long rest, all their spell slots refilled etc.

How should I handle this for prepared casters? Do they arrive, see what's going on and then spend 5 minutes choosing which spells to prepare while everyone else waits?


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Tangent101 wrote:
If I remember correctly, once someone has been Judged by Pharasma, there is no Resurrection possibility. Xanderghul should have been dead a long, long time ago. He escaped his first Judgement with the little twist he had planned for if he died. Once the party kills him, she wastes no time in Judging him and sending him to where he needs to go.

Pharasma didn't get to judge Xanderghul. His soul got captured by the same astradaemon that took Karzoug's, this is shown in chapter 6.


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Anyone got any ideas for encounters in Stethelos? The encounter table in the book unfortunately only has creatures that the PCs have already encountered or creatures that they will encounter later in the book. The only scripted fight is with the Time Flayer which they also already fought (albeit it is a cool encounter).

I really want the place to be memorable but looking at it, it comes across as them just walking down a path through a mossy island field for half a mile until they reach the Well of All.

Of course there are merchants but I don't really like the idea of presenting the deck of many things to them this late in the campaign (for risk of them derailing entirely or worse), including Baba Yaga (for having to handwaive that they worked in her shop for months?) or including technology from the Witchwyrd that none of them can identify or use nevermind recharge. There also doesn't seem to be much point in the Book Wagon since even if they had the spare gold on hand to buy a tome, sitting down to try and read it for a week while they take charisma drain every hour seems.. insane.

So each of the merchant's kills the narrative tempo of their drive to follow Alaznist's Wake and reach The Well, so at minimum I'd love an idea for an encounter or two on the way! Any creatures come to mind?


James Jacobs wrote:


It's still the Boneyard, just way down low, close to where the spire rises up from the other planes. The fact that the spire overlooks all of these other planes but is still impossibly distant means that depending on where you are on the spire's lower reaches, you can look out over different planes to get a different visual, but you'll still need plane-shift to go from one to the other. Being able to see other planes from the sides of the spire is more like being able to see different constellations in the night sky depending on where you are on the planet.

Pharasma's Spire IS the Boneyard, in other words.

That's a great way of putting it, thanks for the clarification!


What plane are the players on when they arrive at the Court of Amendment? A brief search around has shown me that;

1) The Boneyard is a plane at the top of Pharasma's Spire

2) The Spire overlooks Axis and it's base protected with golden walls similar to Axis' fortifications, those golden walls are surrounded by pooled water of the styx.

However, the 'side' of the Spire that the PCs arrive on is overlooking Abaddon where they can see the eclipsed sun in the horizon.

So.. which planar traits are affecting the PCs in the Court of Ammendment?

I don't believe they are in the Boneyard as that is at the top of the spire (even though it mentions the PCs must travel to the boneyard via Plane shift). I don't think it's Axis as that must be on another 'side' of the spire. They don't appear to be in Abaddon even though they can see it from where they are...

Is it something 'in-between' like a portion of The Maelstrom?


Does Zinlun have the demilich's immunity to magic and telekinetic storm abilities? It's not listed in his statblock in the AP so just want to be sure.


Considering playing an Astrazoan for an upcoming AP but having some trouble figuring out whether I'll be able to use their racial abilities Change Shape and Compression.

https://paizo.com/threads/rzs2v2hj?True-seeing-vs-astrazoan-change-form#3
In this thread ^, the designer of the Astrazoan explains that it is a non-magical Extraordinary ability, so Armor and clothes I wear will not change to fit my new form. I assume then that this goes for the compression racial ability too, I would have to take off my armor and clothes and equipment, compress through somewhere, and then be just a nude astrazoan with no gear on the other end.

Is there an armor upgrade or a magical item that allows my equipment to change with me when I use their change shape ability? Or will I have to;

1) Take my armor and clothes off,

2) Change Shape

3) Ask the party engineer to sit down and resize my armor (does this take as long as crafting armor? i.e. four hours?) and all of my equipment.

4) Put all my newly changed gear back on.

5) Repeat when changing again.


Xenocrat wrote:

That doesn't make it impossible to use, just risky to use if they haven't already used their reaction for the turn.

That's a good point, I have pretty great move speed so I can move around them and take the attack of opportunity on myself before trying it.


Just double checking the Frigidarium Haunt, they suffer the effects of having been exposed to severe radiation for 1 minute. Since being in radiation makes you try a fort save every round, does this mean they have to immediately make 10 fortitude saves to not gain radiation sickness?


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The feat dispelling strike: http://www.aonsrd.com/FeatDisplay.aspx?ItemName=Dispelling%20Strike

Allows you to cast dispel magic on an adjacent target, does this mean that it's impossible to use on enemies since casting a spell provokes, and can only be used on allies?


James Jacobs wrote:


Since we can't control what a PC does in any one game, that element is meant to inspire GMs to run with as they see fit. If it doesn't happen in your game, consider it a sly easter egg to the fact that we put "your character" into an adventure in which another of your characters is adventuring.

Good stuff! Just making sure I wasn't missing something, gotta be careful with this time-travel business!

Just finished chapter 5 with my group tonight and entered chapter 6, needless to say their minds were blown. Cannot wait to get in to the thick of the final chapter.


Another question, it mentions that the Sihedron Heroes are surprised when the players introduce themselves, as "the Sihedron Heroes have met the PCs before—in their past, but in the PCs’ future."

Where/when did/does this happen? The only reference to it is "I saw them,
I believe, through the other side of that veil of reality. I believe that it was you".

How is a brief, vague image of what they think might be their faces through a veil of reality, enough for the Sihedron Heroes to consider themselves already familiar enough to each other to be surprised when the PC's start introducing themselves?

Or is there some other moment where they hang out that I've missed?


Dirtfox wrote:
My party has a nemesis among Alaznist’s followers and I’m planning way in advance. Anyone want to warn me how it would be game breaking or rough on the plot for the nemesis to waylay the party in the plane of shadow? Plane shift is a spell, so hitting them there seems the most reasonable compared with the city Or Pharasma’s boneyard.

I believe a lot of the story hinges on the fact that Alaznist is unaware of the party so I'd be wary of mixing this up, things are complicated enough with timelines already!


How wild did people get with altering the timeline that the party find themselves in after freeing Crystilan? I'm thinking of bringing back some NPCs that died, or having some that were enemies be allies (and vice versa).

It mentions "the NPCs still remember the PCs, and in their memory the PCs have had many adventures and accomplished much", "the remembers
the buildup to these events" referring to "the culminations of bad omens and frightening precursor events that have led logically up to the current calamities. Anyone have any good ideas for what adventures the NPCs remember going on with the PCs to try and prevent these things?

With all of the PC's favorite hotspots wrecked, where did your groups decide to use as a homebase?


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balerion160 wrote:
Can someone please help me figure out the Timeworn Tunnel? I can't get the pieces to fit together in a way that makes sense. My plan was to give my players the pieces and let them solve it, but if that isn't possible I will need to figure something else out.

The pieces don't actually match up unfortunately. I found the more interesting part is figuring out how to solve it. Actually going through the process of turning a lump of something so it fits against another is.. well it would be interesting to toddlers but I don't think most players would find satisfaction from fitting bits together.


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Anyone want to share how their party interacted with Solethex Sarn? He does seem to be an interesting opponent to fight with a lot of complex revelations (albeit terribly low saving throw DCs for his spells).

One thing it mentions in his combat tactics which I can't figure out is:

"Once these options are exhausted, he wades into melee combat, focusing on dispelling his opponents’ buffs and whittling away their defenses before dealing massive damage with his kukri."

What effect/buff/class-feature or spell is allowing him deal massive damage with his kukri, let alone hit anything?


The Fluttered Wing Artifact has no listed DC for Suggestion, does this really mean that its DC 13..? It's recommended to the players that retrieving this and using it on Solethex to grant them entry to Arcanium Abjurant's Library is a viable option.

Though if its DC13 then the item is completely useless, since a target always knows when it resists a spell being cast upon them and Solethex would need to roll a natural 1 for it to work.

Anyone have any idea of what I should set the DC at or what they intended the DC to be?


Looking to use the random encounter table for some of the travel across the Shadow Plane from the Frigid Menagerie to The Realm of Frozen Tears itself but I can't find how long this journey might take.

Is the Realm of Frozen Tears map supposed to be a 5 minute walk from once they leave the Frigid Menagerie cave? Or is it days/weeks away?


Great writeup, reminds me a lot of the final battle of Rise, I also had to run a simulated fight to make sure I could present that battle better. It lasted 10 rounds and took 7 hours! (had 7 players, three of which had animal companions)

Can't wait 'til my Return groups get to experience this, one of the PCs is a magus already heading down the Disruptive & Spellbreaker feat chains to make sure they have the best chance of taking on the various Runelords.

Hope the MVP went to the Paladin for that Sihedron immediate action res on the Oracle! Great play by the oracle countering so many of Alaz's spells too, seems like they really went all out on preparation themselves!


Really appreciate the responses everyone, took everything on board and wen't with most of it!

My players in this group are against hero points as they don't like the faceless metagamyness of them (I love them in games I play in and we use them with my other runelords group I run simultaneously) so I didn't enforce them.

I went all out with divine intervention/gifts (as most of the PCs are deeply religious) and time travel shenanigans whilst all the while trying to keep the agency ball in the players court so they felt they were fixing themselves rather than the GM & deities sticking bandaids on everything (I find that tends to make their actions as players less meaningful).

W E Ray's notes really hit home the most, I had been too busy on trying to make the game serious and enjoyable instead of plain ol' fun. Most of my players tastes in fiction/games/movies tend to be more on the serious side as opposed to fun movies/comedies so moving forward I'm swaying the needle a little more in the latter's direction!


They've burnt through their Pharasma's blessings to protect them from death, the steward has already turned up (twice) to save them from death that I'm running out of ideas and continuing to save their bacon is becoming cheap.

The AP works on the basis that the party has survived long enough to have given themselves divine gifts, have been told of visions of themselves in the future etc. So how many times have you had to deus ex machina to intervene and keep them alive? And how have your players reacted to it?

My party is currently in such an absolutely awful situation thanks to banging their heads against the wall that is Xanderghul multiple times. We've already had to do one planar rescue mission because of his prismatic sprays and now that they've fought him a second time we've ended up with:

One a statue and 3 on different planes with no means to return themselves, one of which will die in like 8 rounds (positive energy plane). How can I fix this without it being incredibly unsatisfying? I don't even know if the Steward can turn up this time as her Discern Location spell takes 10 minutes to cast..


A flying caster with DR15/- and 10 fast healing and you think your current party will obliterate him?

Also, with that slam + grab he can use squirming embrace to deal even more damage and cause the target to be nauseated, he also doesn't even need to spend any action or even roll to maintain that grapple.

So with fly then ice storm or elemental wall or block off the ranged PCs, whenever a martial PC finally figures out a way to get up to the flying Zerrund they'll do hardly any damage (which will be healed on zerrund's next turn anyway). Then zerrund grapples them so they can't use their two-handed weapon (even if they pass the nauseated save) so they'll definitely do no damage for the fight. Then they're free to drop empowered scorching rays for average 46 damage to whoever they want. If he fails his concentration, he can grapple the squishies/ranged PCs and put them out of the fight.

Even if the party wizard has full health at the start of the fight, avoided the elemental wall/ice storm, rolled average on all their hit die, has taken favored hit points every level and has 12 Con.. if any of those scorching ray dice rolls slightly above average, that's enough to drop them outright.

Also keep in mind the party will be nowhere near Zerrund when he appears, when I ran this fight I had to hold back a lot to not wipe the party and the fight dragged for a long time. The martial's took so many rounds to get to him, then couldn't get to him when he flew away. The archer couldn't do enough damage to make any progress through his DR and fast healing so the fight turned in to: keep the kineticist alive as he's the only one who has a hope of hurting him/killing him.

As for the weird spell choices/metamagics, it's supposed to represent someone who was once a real person who held a high position in a kingdom. Having charm person makes total sense for him as does having enlarged metamagic so he can cast spells from inside the massive chambers of hollow mountain or rain down his wrath on the streets of xin-bakrakhan.


Phntm888 wrote:
Well, that's one way for the fight to go. I take it your players didn't have resist energy/protection from energy up, and they had some bad luck on their saving throws?

The energy damage parts of Prismatic spray did barely anything. It was the plane shifts, insanity & and insta-kill poisons. They rolled pretty well the whole night but even the high-wis, high-will scaling save classes only have a 50% chance to make a DC26 save for the plane shift/insanity.


For reference:

https://www.aonsrd.com/SpellDisplay.aspx?ItemName=Baleful%20Polymorph&F amily=Baleful%20Polymorph

&

https://www.aonsrd.com/UniversalMonsterRules.aspx?ItemName=Construct%20Immu nities

Baleful Polymorph really seems like something that shouldn't work on robots. Constructs are immune to anything requiring a fortitude save, but this transmutation spell requires a will save instead. It's also not mind-affecting... so I can turn a robot into a dog?


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Welp, he didn't have to use any of his invisibility based abilities.. two prismatic sprays just obliterated my party, half dead, half scattered around the planes of existence... This is going to be an interesting one to try and pick up next week.


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Nearly all of Xanderghul's tactics rely on some form of invisibility, one of my player's is a spontaneous caster with invisibility purge and it seems that no matter how many high level spells like Mind Blank or nondetection Xanderghul has, this 3rd level spell seems to counter them all. No save, no spell resistance..

Anyone have any tips for how to run the fight without any of Xanderghul's tactics? I feel like it'll be incredibly underwhelming experience as a final boss fight where the martials just walk up to him and whack him in the first round.


Crivens wrote:

C4.Reading Rooms in Hollow Mountain pg 36:

"The face in the west wall depicts a man, his
visage adorned with a drooping blindfold
covering only one eye, his jaw hanging open
in bewilderment."

Anyone know what this refers to? Apologies if it is in a later part of the book.

It's probably a reference to some fictional character (paizo loves that!) but it's not one that I got, so I had it be recognizable as Augus Premm when the players meet his poltergeist/haunt form.


Anyone else have their party captured in the dungeons of fiery fury? My group willingly went along with the invitation to talk to zurea salvus, chatted for a while, ate food, sat through the prayer but decided against joining the cult of the peacock spirit and a fight broke out then and there.

Not quite sure how that fight is possibly winnable.. but alas, they fell and are now holed up in the cellblock. They have the advantage of having a spiritualist so a spontaneous caster that will get their spells back and can cast while in chains and have their phantom run around and do stuff..

However, the asuras are torturers, they aren't going to let the party sleep and rest to get hit points back so... Any ideas for what the jailers could do to 'mess up' allowing any slim hope of escape while the whole party has 1 health and no gear/weapons?

As I understand it, Xanderghul has no clue about hobbin so would have no contact with the dungeons and never find out the PCs are there. Zurea and the cultists above aren't allowed down there so.. there's no possibility from outside interference in any way.


My players just tackled the Horizon House (didn't go near the eastern wing at all and just went west immediately) and they had to flee from the final room due to two crits on them as soon as they opened the door.

They have no mystic in the party and it seems most businesses are shut so they may likely have to spend multiple days recovering to get their health back.

Zeylan has sent their images to all of the Brass Dragons & Sunrise Collective members in Asanatown & Clearlight. Does anyone know how many there are in total? I imagine over the coming days he'll be able to recruit more people to join the Sunrise Collective but can he get any more Brass Dragons?

Anyone have any ideas what Zeylan & his minions would do with this time? I'm not really sure what his plan is with the captured politicians and how he can actually enact his coup more fully or if he would move from the Horizon House now he knows there are pesky adventurers trying to stop him.


Mitch Mitchell wrote:
You'll have to forgive me if there's a weird standing rule for this, but how is Leptonia's +1 weapon able to have a +2 enchantment (anarchic)? Thanks!

I think you're misunderstanding magic weapon enhancements. Leptonia's "+1 Archaic Weapon", is a weapon with 3 bonus' worth of enhancements. One flat increase and one special ability. Weapons can have a total of 10 bonus' worth of enhancements, a maximum of +5 in flat numerical enhancements and the rest in special properties like flaming or anarchic.


Dark-Jedi wrote:
im bit confused about "the lying cup", i dont see any DC check about step 5. anyone can help me ?

As discussed earlier in this thread, The Lying Cup doesn't really make sense at all. You'd be better off trying to make up your own similar game than attempting to get it to work as written.


Hmm wrote:


Now remember: authorial intent really does not matter. We're not developers, and we don't interpret the rules. You're the GM, choose what interpretation makes sense for you!

Still nice to get some context for what your vision for it was, thanks for the reply! So it was conceived to be less like the other blindsights, which require you to smell a thing or see some life, it's more like you can just see everything when there's tech around? I like the idea of it only being out one eye!

Thanks for the creation of the Dirindi, they & their home-moon are super interesting!


So thus far we have:

A) They can see absolutely everything, but blind them occasionally.

B) It's definitely not that strong.

Which doesn't really clear much up for me, any other thoughts?


Hi all, starting an Adventure Path next week and one player has Blindsight (Electricity) from their race (Dirindi). Looking for a little help on exactly how to run this.

Some examples of different levels of 'electricity', all of which are in complete darkness;

A) A space-dog wandering around that's wearing an electric collar: Does the player see an ambient ring of electricity hovering 1ft off the ground with no other context?

B) A straight-up naked human: Technically, the elements in our body have a specific electrical charge and most of our cells use these elements to generate electricity. Does the player see in absolute atomic clarity every facet of the naked human?

C) A Vlaka rubbing a balloon against its fur: Does the player see pulsing static electricity outlining a certain part of said dog-person?

The only races I could find with blindsight are quite limited;

Khizars can only see living or moving things within 30ft and are blind aside from that.

Kalo get sound, which wont work in vacuums and I'm not sure how much exact detail of a creature you get with that.

Selamid's get vibration but they don't appear to have actual eyes.

Vlaka that are blind get scent & hearing (not sure how that differs from a kalo's "sound") but are also otherwise blind.


Near Space added some lovely new info on the Ghoran Race and their homeworld, one such addition was the alternate racial option for 'Willower' Ghorans.

Normally Ghoran's have -2 Intelligence, +2 Charisma and either +2 Dex or +2 Con depending on whether they're a 'Sapling' or 'Oakling'. The new option though for 'Willowers' says that they "have an ability score adjustment of +2 Intelligence."

What does that mean? What, if anything is being replaced? Do Willower Ghorans;

A) Only have a +2 to intelligence and no other ability modifiers?

B) Have a +2 Int, -2 Int, +2 Cha & either +2 Dex or Con?

C) Have a +2 Int, +2 Cha & either +2 Dex or Con?

D) Have a +2 Int & either +2 Dex or Con?

E) Have a -2 Int, +2 Cha, +2 Int?

F) Have a +2 Int and +2 Cha?

To me it reads that there are now 3 options; Sapling, Oakling or Willower. So it's either +2 Dex, +2 con or +2 Int. However that means you've got -2 Int, +2 Cha and +2 Int.

Please help.


Thanks for the responses, don't know why I couldn't put it together. Get the book > get the scepter > kill the peacock, so a couple of months makes sense. The mind tends to get all muddled when dealing with time travel, I should really take better notes!

Party A has been storming their way through the AP (currently assaulting the temple of the peacock grounds) but party B has been taking weeks and weeks of downtime, haven't even made it to Zutha yet, so there goes my internal consistency for saying the same things to both groups!