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Makin And Stump's page
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I'm currently running a Curse of the Crimson Throne 2e conversion. We're in Chapter 1, and I'm working through planning out tie-ins for character backstories. I have two players who both decided to have recently had their character's wives murdered - my fault for not thinking about how the suggested backstories include a dead loved one somehow related to Gaedren Lamm (the villain used to tie the characters together at the outset of the campaign.)
Gaedren is now dead, and both of the players had tracked back to Gaedren because an important item was taken from their dead spouse's corpse. In one case it was an amulet, while the other was a wedding ring. Neither backstory went into the details of how the murder occurred, just that it happened and they were able to learn of a connection to Gaedren Lamm through investigation.
However, I don't want to tie both murders to the same cause. With the ring spouse, the ring was stolen by one of Lamm's thieves. When it was fenced, the PC linked it back to Lamm through investigation.
I'm looking for ideas about how this second spouse was murdered that could make for a compelling story that the whole party can find some interest in. Bonus points if it can be tied back into the campaign as a whole.

My group is playing through part 1. They have recently shut down Verik and the Cow Hammer Boys. They went to Old Korvosa and encountered who were subtly talking rebellion. They followed the dock workers back to a warehouse where a bard was giving a speech to rile them up and talking about the plan to make a riot erupt the following day. The dockworkers noticed the party eavesdropping and tried to attack them, resulting in the dockworkers and the bard being knocked out. They woke up the bard and interrogated him, learning about Ambassador Amprei's plot to incite rebellion in the city to try and drive down real estate prices.
One of the members of the dockworkers was conscious and overheard the interrogation, turning his opinion sour toward the whole thing. He tried to share this with the other dockworkers and said he could see he was being misled, but the party decided it'd be best to take him any anyway
The party decided to take the 5 dockworkers and bard back to Citadel Volshyanek to put them in jail (without giving a reason to Korvosan Guard other than to hold them.)
A pressing time commitment led to the party splitting so a fetchling (former member of the guard) and an orc (full blooded orc, wannabe gangster) decided to take these 6 prisoners back to Citadel Volshyanek while the rest of the group went to the theater. It's pretty late at night.
The 6 prisoners tried to break free, but (being weakened and chained together) were put down handily. However, it's still the middle of the night in Old Korvosa, and they just made a huge ruckus while the city is in anarchy.
Originally, I was thinking that I would just let them get back to the citadel following the failed escape. But as I thought on it more, the situation is really that an orc and a fetchling (it has been established that neither are common or very welcome in Korvosa) are essentially dragging a chain gang of 5 dock workers and a well known local man through the streets at crossbow point, in the sketchiest part of the city, at night, with no legal right to do so. It's also happening in the part of the city that has already been established to be the least policed, and which often has its own justice.
I don't think the people in the area would let this happen after the ruckus that was made. It'd likely be as if some local boys were being dragged down the street by the most stereotypical bad guys the average citizen could imagine.
Important to note, the orc player missed last session and didn't have a say in this plan to take the people back. He's great at rolling with whatever happens, but I don't want to "punish" anyone for the choices. I think it's important for the players to remember what their actions look like to the rest of the world though. I was considering having this work as an opportunity to introduce another character like Grau Soldado.
I also want to avoid this taking up a ton of time in the session, since there are five players and this only involves two.
How would others handle this sort of situation?

I just finished reading through this. It was fantastic. You did an exceptional job at introducing characters early and laying the groundwork for the campaign as a whole.
I recently started my own campaign, following up 7 years after the conclusion of my group's Rise of the Runelords campaign. Unfortunately, I only found your campaign journal after the CotCT campaign began, or I likely would have adapted some of your early content as well.
I'm hoping you see this, since I'd love to pick your brain on some topics. I really enjoyed the way that you kind of condensed everything to fit into five "chapters" worth of the AP and added on your own sixth. One thing I was curious about throughout was how much you were adjusting the fights for some of those later levels, especially everything post skipping Scarwall. I'm running my campaign in 2e now, so I anticipate I'll have to make adjustments (the math would make such high level encounters vs a lower level party into massacres.), but I actually liked your level scaling more than the way the base campaign runs it.
I'm also curious about what you felt you would do differently if you were replaying it all. Are there any portions you would remove or adapt differently?

Is this just a holdover from prior editions? Half price is a really steep reduction and often seems like one of the most verisimilitude breaking aspects of the game. I can understand a fence taking a cut as a way of expediting sale of loot, though 50% still seems very high.
I'm coming at this question from a completely naive perspective, having no game design experience. I recently played Armored Core 6 and it sort of blew my mind that I could buy and sell parts for the exact same price - "that's ridiculous." But it seemed to work really well - change your load out in the hanger (town) and you can prepare for the field. It doesn't seem like magic swords should be like new cars, losing 50% of value when walking out the door with it. It seems like 2e already went partially in this direction with the ability to swap runes, and I think that is a good change.
AC6 has repair and ammo costs with each mission, which can be seen as returning the items to full functionality every time. Would selling items at full cost but having an upkeep of some kind work in 2e? What issues might it cause? What are the related systems that it would impact?
Yes, it's a 2e conversion. I was thinking of making it a tough encounter for the party if they decide to fight, but they could go about it different ways.
Rile up the onlookers enough to make a mob that scares off the remaining hellknight (could have consequences later).
Talk the hellknight into a lighter sentence or to let them take the prisoner to the guard.
Not care and just let it happen.
But if they fight the hellknight, I want it to leave them the impression that hellknights are tough. Taking on a squad in the future would be a death sentence, at least for a while.
I'm not familiar enough with the monsters or adjusting them to feel confident making my own, and it seems tough to find good substitutes. It looks like there are only two types of hellknight enemy that come premade.

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I'm planning to add an encounter to Curse of the Crimson Throne in chapter 1. The city is in chaos and some hellknights are working to restore order - but being a little too extreme about it. Some people are caught stealing and the hellknights are getting ready to do some killing justice.
The party will run across this, but the hellknights will be too powerful for them to take. A vigilante in the city will appear, release some of the thieves, decry the tyranny of the hellknights, and run off. Two of the three hellknights try to chase him down and run off, leaving one remaining to give some deadly justice to a final thief. This will be who the party needs to contend with.
I want to make it clear that this does not have to be a combat encounter, and it might be bad for the PCs if it resorts to that. There are 5 PCs, all level 2.
I'm new to 2e, especially with encounter building. What is a good fight to give them? I thought about potentially having a minor devil in the mix to help the hellknight so it's not just a Hellknight Armiger vs the party. I'm open for suggestions here, and please point out any issues you see.
I really like many of the changes that you made to this campaign, but I only see your notes going up into chapter 2 (with mention of chapter 3 and 4). Did you ever finish this campaign?
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I found there to be a lack of maps for much of chapter 5 so I made some. PNG and Webm format (for most anyway). Beware large file sizes (the webm files are much smaller.)
Rise of the Runelord Maps - Chapter 5
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Askar, did you create all the statblocks in hero-lab? If so, do you have the .por files for them?
I'm finally entering the final book of Rise of the Runelord's with the group I'm GMing (been having a blast the whole time, btw.)
One question that I expect to come up is how the city could have been a thriving metropolis with inhospitable conditions and while being so difficult to reach. How would you go about hinting at such answers without explicitly stating them?
That's great info, and a great point about having one be Big K and just instructing them each to do things as part of the story.
Does anything ever explain what the Fleshpits are? Are they related to fleshwarping, or is that just a term they're using for where slaves are sold?
Did anything else give specific information about Zinlun? Or just "life in Thassilon" info?
Also, any ideas for flavorful scene pieces to give insights into the culture and general "feel" of Thassilon would be awesome.

Warning. This will have Rise of the Runelords spoilers.
I'm a GM of a RotRL game which we are running in 1e. I've seriously been considering a switch to 2e, but the logistics of switching to a whole new system at level 14 are difficult to say the least. However, I'd like to eventually switch to 2e, and I want to do some little side stories in 2e to get my group adjusted.
I've often done this in the past, running little quests where the players make low level characters or are given the characters. The stories occur in the same world as the main story, but from the eyes of the little people. They typically get eaten by ghouls or smashed by giants or something, but it gives the Players some more info about the world, what is plaguing the citizenry, etc.
There's less opportunity for this in Runeforge, but one aspect of the Runeforge's awesome powers that doesn't get much time in the limelight during the AP is that it allows people to glimpse flickers of the past and the future within the pools.
What I was thinking of doing was to have the Runeforge give glimpses of Karzoug's rise to power through a series of small 2e adventures. Possibly split up as the party conquers wings of Runeforge.
The main goal is that it'd give the players some more context of what Thassilon was like at the height of it's power. Really compare the majesty of it all to the relative backwater that Varisia is today. Demonstrate the opulence but also the tyranny.
However, it'd be through the eyes of Karzoug before he was Karzoug - in fact he'd go by a different name at this point. I would either GM PC him, or have one of the players act as him, but only they would be privy to the knowledge that they're eventually Karzoug.
We'd see snippets of his life, hopefully to make him a little more relatable before the reveal of his eventual identity.
What I'm hoping to get from the community is suggestions for quick one shots that could be run at various levels as Karzoug goes from slave to Runelord. What story points have already been laid out for Karzoug's life that could be used, and how would you use them?
Typically with a spell like communal protection from energy you can touch multiple allies around you as part of casting the spell. This would have a range of touch, but it's harmless and wouldn't require an attack.
How does this interact with the Reach Metamagic? Can it still be used on multiple allies? Are ranged touch attacks required or does it change to a "close" (or higher) spell?
The Flying weapon enchantment is a +5 enchantment. When you use an action to send it to attack someone within 30 feet, does it automatically get a full-round attack if the target is within range? Or does it only get a single attack if it has to move to the target?
I'm GMing a game that is now entering Runeforge. I was re-reading the sinners in runeforge section and I couldn't quite tell the intent for virtuous PCs. Are virtuous PCs supposed to get a boon/bane from Runeforge or not?
At first I figured it was supposed to be that anything they "resonated" with was the wing they would attune to, regardless of if it was sin or virtue based. However a line in the Sinners in Runeforge section calls out sinners as being the ones who attune to a wing. However, if that is the case, I'm not really sure what the point is of detailing information about the virtues. If the virtuous don't attune to a wing, then what mechanical impact does being virtuously aligned have?
Are Groetus and Yog-Sothoth the same entity/aspects of the same entity?
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I was reading through Abadar's description in Gods & Magic. I get that Abadar is supposed to be the embodiment of straight up law, but the description seems to indicate he's a pretty good bloke. It's all "he's anti-slavery, pro-social mobility, pro-spirit of the law in addition to letter of the law, his clergy charge for services aside from when it's directly related to the health and wellbeing of the community.
I was waiting for the shoe to drop, but it never did. I kind of expected him to have something about not minding corruption as long as it ultimately advances society or something, but it never came.
So what makes Abadar a lawful neutral dude instead of lawful good?
I took a look at the Archives of Nethys for spells relating to gold. It seems that back in 3.5 Paizo had created a spell called True Creation which allowed you to convert gold to items, including material components. It was an 8th level spell but not specified to be on the wizard list (it wasn't specifically on any list, but I'm not sure if 3.5 listings generally included that information.)
This would substantially increase the power of the Runewell, since it could create anything Karzoug needed. Per the description of the Curse of the Crimson Throne artifact capable of making simulacrums, granting eternal youth, and casting any 8th level spell or lower, Karzoug's Runewell was supposed to be much more powerful in comparison. I think maybe that was part of the intended power of the Runewell?

As in the title, is the 10,000gp worth of powdered sky metal a focus or material component?
aonprd wrote: Memory of Function
Source Technology Guide pg. 10
School transmutation; Level arcanist 7, cleric 7, oracle 7, sorcerer 7, wizard 7
Casting
Casting Time 1 standard action
Components V, S, powdered skymetal worth 10,000 gp
Effect
Range touch
Target object or construct touched
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
Description
Even a broken object remembers what it means to be a functioning whole. You restore a broken object or damaged construct to a functional state, as if it were new and intact. Any pieces missing from the object or construct remain missing. Significant missing pieces may prevent proper functioning. If the object uses charges, the object becomes fully charged. A timeworn object becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn object, that object does not suffer any chance of glitching. Other consumables such as ammunition are not restored.
When this spell is cast upon a damaged construct, all hit point damage dealt to that construct is healed. When this spell is cast upon a destroyed construct, it is restored to full functionality and full hit points, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.
If you attempt to cast this spell on an object or a construct that has been destroyed for more than 10 years per caster level you possess, the spell fails.
This mentions 10,000gp of powdered sky metal but doesn't mention if it is a focus or a material component. Is there any official statement on this one way or the other? It being powder suggests Material, but I couldn't find confirmation one way or the other.

As in the title. I'm GMing a game with a 14th level necromancer as a boss in a dungeon. He has telepathic bonds with his undead minions. The distance through the whole area is no more than 240 feet (within medium range) of the boss, though there are many rooms.
Since actual combat doesn't last particularly long at this level, I figured that I should have the necromancer try to burn some of his lower level spells before the PCs meet him, assisting the necromancer's minions. It gives more of a sense that the powerful wizard is at least using his resources effectively.
Spectral Hand + Divination seems like a good way to do this, but I'm trying to work out the mechanics.
Spectral Hand creates an incorporeal hand. This would allow it to move through walls. Since the spells it uses are touch attacks, it would seem reasonable that a spectral hand could go through walls and make attacks against opponents on the other side of the wall, so long as the caster has vision of the target. It can only be used to transfer 4th level spells or lower.
Can anyone point to a rule that states otherwise?
Continuing based on the assumption that the necromancer can make attacks with the spectral hand through walls if he can see the target, what are your thoughts on the following spells to offer sight?
Telepathic bonds to minions (transmitting an image of what they are seeing)?
Clairaudience/Clairvoyance?
Greater Insect Spies?
Scrying?
Greater Scrying?
Arcane Eye?
Any other spells you can think of?
The spell contingent action allows you to essentially ready an action to a particular thing ahead of time. Can the trigger for the readied action be your own action, such as "when I finish a full attack, I make a vital strike attack"?
Can a dragon with the snatch feat ready an action to fly away after confirming a grab, flying in, attacking for a grab, then flying away as a contingent move action?
As in the title. From a flavor perspective, it sounds questionable. From a rules perspective, Apsu's Shining Scales has the "good" and "draconic" descriptors. Can an evil dragon cast a "good" spell?
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Gnutten wrote: Makin And Stump wrote: I made up some windows for the Foxglove Manor when my players went through it. Here's a link to them.
Foxglove Windows
@Makin
These are really nice! Thanks for sharing!
I’m sort of missing one window from the Musicians Gallery though.
B12 Musicians Gallery
a gaunt man holding out his arms as a dozen bats hang from him
Was this replaced by the Onyx Gem window or did you miss/skip one window?
Sorry, I forgot to mention that. I had trouble finding a good picture of a guy with bats hanging from his arms that I could turn into stain glass. I ended up going with an Onyx gem instead, since it's closely related to necromancy (basically a required component for any spells that create undead.)
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I made up some windows for the Foxglove Manor when my players went through it. Here's a link to them.
Foxglove Windows
Basically one side there is an argument for it being a standard action. The other side argues it has no mechanical advantage and is basically flavor text, but you could use it to say a lot of words in a short period of time (speaking being a free action, but limited by time.

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Hoping for a rules clarification from Paizo on the Order of the Cockatrice Braggart Ability.
Archives of Nethys wrote: Order Abilities: A cavalier that belongs to the order of the cockatrice gains the following abilities as he increases in level.
Braggart (Ex): At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.
The bolded sentence ends in a period; separating clauses and causing a minor dispute.
Is the intent that he can use dazzling display as a standard action (it is normally a full-round action)?
Or does he gain Dazzling Display as a bonus feat, and he gains a separate special ability to extol his accomplishments and battle prowess as a standard action. This would allow him to boast very quickly, by using this ability to condense everything he says into a six second period of time.
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