The Yellow King

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Organized Play Member. 407 posts. No reviews. 2 lists. No wishlists. 5 Organized Play characters.


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Grand Lodge

AwesomenessDog wrote:
Sure but you get my point, a totally free death reversal is very meh, but plot elements can add to the game.

I totally get your point. Free death reversal should never be a thing. There should be some sort of price attached to it. An expensive price, and as you said, plot elements.

Sadly Covid 19 has put a lock down on my table top game and we have moved to D&D 5e using Fantasy Grounds. My players are really enjoying it so I am not sure if we will be completing CotCT. They were just about to head into The Sunken Queen. Laori, having a change of heart, in regards to the Eternal Kiss, was going to go along with them in hopes of getting them to save her. Of course, once the crown was secured by the Brotherhood of Bones, Zon-Kuthon was going to whisk Laori away to Xovaikain.

I had a whole adventure planned for after they have finished CotCT to go on a rescue mission to save her, which was going in involve an extra-planar adventure to Xovaikain.

Of course, if the Queen wins none of that will happen.

Maybe we will get to play it, maybe not.

Grand Lodge

AwesomenessDog wrote:
Personally, while I don't like get out of jail free cards for the entire party in the case of a TPK, I tend to keep stuff similar to this in mind as a "one death for free" card for each PC.

It wasn't really a free get of jail card, it came with a price.

First was the alignment change. Every character's alignment shift one to the left, and one down, driving them closer to lawful evil (they rolled poorly). Unbeknownst to them, it left them marked and detectable as evil, even if they weren't. I called it the "the taint of great evil is upon you". It was like a lingering evil that will never go away. The only one not effected by this "taint" and the alignment shift was the cleric of Desna, whom I allowed a will saving throw DC 25 (to represent Desna's influence and protection), to which he rolled a 27.

Secondly, I have a house rule where all characters can be brought back from the dead a number of times, equal to a d4 plus constitution modifier. Death as to have some meaning. This resurrection by Zon-Kuthon claimed all the raises they had left. The next death was permanent.

It was actually priceless the look on their faces when they got the message, "Zon-Kuthon is trying to raise you from the dead. Do you accept?"

One of them says, "Wait, don't you mean a priestess of Zon-Kuthon?" (I think he assumed it was Laori)

"Nope" I says, "It is definitely Zon-Kuthhon."

Most of them looked like they had serious case of stomach cramps caused by gas as they, one by one, accepted the resurrection.

Grand Lodge

Room 21 is the landing at the top of the stairs with double doors leading into room 35.
Room 22 is not labeled but it is the round room marked as T1 (close to room 13).
I am pretty sure there are doors missing on the map to get into room with stair 16. The anniversary edition seems to be missing them too.

That's all I got.

Grand Lodge

I think with all the evidence, the guard would definitely lock him up, despite the vigilantism. If I was you, Gaedren would definitely not end his days in prison. There would be a timely escape, probably towards the end of Seven Days to the Grave. When Blood Veil is at it's peak. He would be an awesome recurring villain, one I would not pass up.

Grand Lodge

My interpretation is no, not on saves, initiative, or attack rolls. If you notice under the reroll part it says, "A PC can spend a Harrow Point to
reroll an initiative check, Reflex save, attack roll modified
by Dexterity, or Dexterity-based check." It specifically lists dexterity based checks separately from the others because attack rolls, saves and initiative are not checks.

Grand Lodge

The story of the TPK
Who Nate is

Laori ends up in the torture chamber of Zon-Kuthon. She endures 3 months of pain and in the end convinces Zon-Kuthon to resurrect the party to complete the mission. How did she manage this, she volunteers to be the sacrifice for The Eternal Kiss.

I did not make it so they had to kill Mithrodar, Zon-Kuthon hand waved away his ability to interfere with the party.

Here are some emails sent to the folks that played the characters.

Nate
You find yourself at the beginning of a long tunnel. The tunnel is 20 feet wide and the ceiling is 7 feet high. The walls to your sides and in front of you glow with a low violet light. You can feel something pressing against your body behind you. When you look, it is the wall behind you. You try to move away from it but are unable to make your body work…
A few moments later Carpian appears beside you. You cannot seem to make your mouth work. Carpain appears to try to speak and appears to have the same issue, neither of you can speak.
Sometime later, you have no idea how long, Urixi appears beside you. Urixi tries to speak to you but obviously can’t. You try to say something and again, you are unable.
Of course, you were expecting this, but on the other side of Carpian, Septimus appears. You don’t know how long since Uriixi appeared, but you think it could be days, weeks, maybe months. You can see out of the corner of your eye Septimus trying to speak Carpian, who seems to ignore him.

Carpain
You find yourself at the beginning of a long tunnel. The tunnel is 20 feet wide and the ceiling is 7 feet high. The walls to your sides and in front of you glow with a low violet light. You notice a figure standing beside you, it is Nate. You can feel something pressing against your body behind you. When you look, it is the wall behind you. You try to move away from it but are unable to make your body work…
You want to ask Nate where you are, but you cannot seem to make your mouth work. Nate appears to try to speak and appears to have the same issue, neither of you can speak.
Sometime later, you have no idea how long, Urixi appears on the other side of Nate. Urixi tries to speak but can’t. Nate has the same problem. You are confused by the lack of control over your body.
Quire a long while later, days, weeks, months, you are not sure, but Septimus appears beside you. You don’t even try to look at him, even though, out of the corner of your eye, you can see him trying to speak.

Urixi
You find yourself at the beginning of a long tunnel. The tunnel is 20 feet wide and the ceiling is 7 feet high. The walls to your sides and in front of you glow with a low violet light. You notice a figure standing beside you, it is Nate. On the other side of Nate, you see Carpain. You can feel something pressing against your body behind you. When you look, it is the wall behind you. You try to move away from it but are unable to make your body work…
You want to ask Nate where you are, but you cannot seem to make your mouth work. Nate appears to try to speak and appears to have the same issue, neither of you can speak. Carpain just looks at you with confusion on his face.
You sense more than your see, that another has joined you three. You look as best your can, but you can only surmise that it is Septimus. You once again try to speak but are unable too.

Septimus
You find yourself at the beginning of a long tunnel. The tunnel is 20 feet wide and the ceiling is 7 feet high. The walls to your sides and in front of you glow with a low violet light. You notice a figure standing beside you, it is Carpain. You can feel something pressing against your body behind you. When you look, it is the wall behind you. You try to move away from it but are unable to make your body work…
You want to ask Carian where you are, but you cannot seem to make your mouth work. Carpian appears to not notice you, he does turn to you or acknowledge you in any way. You do notice Nate standing next to Carpain, and there is a person on the far side of Nate that probably is Urixi.

The rest of the story.

At this point they find they can move and are pushed down the tunnel by the wall behind them. They eventually find themselves coming into an arena. In the VIP part of the stands is Zon-Kuthon and beside him is a very abused looking Laori. In the center of the arena is four chest that contained all their gear, except for what Zon-Kuthon wanted. The walls of the arena hangs dozens of head and torsos of those that had gone through the Joy Making.

Being resurrected by Zon-Kuthon, and being touched by his ultimate evil touch, changed them. Each had to make a roll for an alignment shift, either towards evil, towards law, or both. Zon-Kuthon, not convinced they were tough enough to finish the mission, tests them in the arena by having them fight 5 summoned devils (4 Advanced Erinyes and a Gylou). It was a tough fight, but the party won.

Zon-Kuthon allowed them to heal and then transported them to the Sacred Lake (H3), where they fought the gugs and then Kleestad. Serithtial was recovered and the party teleported to Magnimar to recover.

Grand Lodge

Yossarian wrote:
Olmac wrote:
Gidonamor wrote:
Yossarian wrote:
I don't understand why you'd want to trap PCs in Scarwall for 3 levels. I don't see significant benefits, and I can see plenty of downsides.
I'd say the main reason is that some things (like the curse effect of not getting sleep, or the dimensional anchor) can be easily negated by just stepping out of the castle.
This is the same reason I did it.
That's the reason I am not going to prevent them leaving. Forcing my PCs to remain in there to try and tough-out the Dread (nightmare) effect seems punitive to me. It depends on how rough you want to be on your group I guess.

It's not punitive, it makes it challenging.

When I went through this as a player, we would come and go as we pleased. Scarwall was a cake walk. Too easy for what was billed as a big bad horrifying dungeon. The only deaths we had were from Bishop Zev Ravenka, and that was because of two failed saving throws. The rest did not even test us.

Scarwall is supposed to be horrifying. Running so the characters can come and go makes it somewhat of a joke. Of course, this is my humble opinion.

I did set it up so that Laori and Sial could get them resupplied by making them immune to the fog effect, being Zon-Kuthon worshipers and all.

Grand Lodge

Gidonamor wrote:
Yossarian wrote:
I don't understand why you'd want to trap PCs in Scarwall for 3 levels. I don't see significant benefits, and I can see plenty of downsides.
I'd say the main reason is that some things (like the curse effect of not getting sleep, or the dimensional anchor) can be easily negated by just stepping out of the castle.

This is the same reason I did it.

Grand Lodge

Gidonamor wrote:
Olmac wrote:


The spirit song tells all. All four are pretty clear once the players meet them.
[...]
A spirit first, red war his thirst
Still stands at post of old;- - - - Captain Castothrane

I'd say all are clear once they meet them, except Castrothane. Any of the undead could be standing "at post of old" and the red war thing is more flavor than anything to identify him by. My players are still not sure if that was him. They are, on the other hand, also still debating whether Serithial is a weapon or a person, and I have no idea how that is not clear, so maybe they are the problem.

Also, Mithrodar can chain a new anchor, which they have no way of finding; maybe even two, if they take their time.

I'm hoping they talk to Beshallam or Risibeth, so I can clear up some confusion.

I admit that Castothrane is a tough one. One of the things I did was when an anchor was killed, the PCs would hear scream that reverberated through out the castle, and feel that the very foundation shuddered for a minute. I also had the characters walking around with this feeling (aura) of oppression and dread. When an anchor was killed they felt a weakening in that aura of dread.

The first anchor my party killed was Castothrane as they decided to fly on to D2a and enter into D1. Two day later Mithrodar chained the fiendish water elemental in F1.

Sadly my party was TPK'd by Nihil. I did come up with a way to continue the adventure path though.

Grand Lodge

No hints were given. I also used the old fog trick from Ravenloft so they could not simply walk, fly, swim away. Once they were in there, they were trapped.

Grand Lodge

When I got the PDF for the hard cover edition it came with the interactive maps. Not sure if this is still true though.

Grand Lodge

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FadetoBlack wrote:
Aeonesti wrote:

I plan to run it that Zev's link is severed when he is destroyed. He's no longer corporeal at that point and will take 2d6 days to reform. Mithrodar can only anchor corporeal undead.

My question is, the party is doing research on breaking the chains. The Chained Spirit entry says that Dispel Evil/Law will work, but the dispel evil/law entries say they won't work on any spell that Dispel Magic can't remove. Dispel Magic won't work on the chains.... so how did you word that conundrum assuming they spoke to any of the reasonable anchors?

Along these lines, is there anything the PCs can do to identify that a creature is a spirit anchor in the first place? Knowledge Arcana is used to identify spell effects in place with a DC of 20+spell level, but Chained Spirit doesn't have a spell level and isn't a spell.

Is there a raw way to identify that a creature is a spirit anchor?

The spirit song tells all. All four are pretty clear once the players meet them.

THE SPIRIT’S SONG
Fate of steel—Serithtial
Her cage for years sustained.
Four enthralled in lost Scarwall;
Undead to keep her chained.
A spirit first, red war his thirst
Still stands at post of old;- - - - Captain Castothrane
A second foe, infernal soul
Waits high in tower cold.- - - - Nihil the Ashbringer
In kennel’s grime, third bides his time
Then vents his killing breath.- - - - Belshallam
And on a stone ’mid ash and bone,
The final dreams of death.- - - - Bishop Zev Ravenka
The spirits worn and battle torn
And locked in their damnation,
The chained one’s hold at last grows old
And ushers in salvation.
Yet hope remains amid the chains
When blade’s stone cage has crumbled,
Friends to dread and death of the dead,
Keys to Kazavon humbled.

Grand Lodge

1 person marked this as a favorite.
Farnaby wrote:

I couldn't find this elsewhere so my question is about the donjon.

F7 is a side entrance but the door seems to open into nothing 15-20 ft above the courtyard. Is there a map error?

The map is in error I believe. I added a catwalk that connected the door to C15.

Grand Lodge

You may want to post this over here.

Grand Lodge

Barnabas Eckleworth III wrote:

One player has already flat out refused to take these backgrounds. He wants Magaambya Academic from the character guide. He doesn't even know where Mwangi Expanse is. He just likes all the boosts it gives him, and he won't take the campaign hook background.

Fml.

WOW...

I would be speechless at the ungratefulness he shows at the work you are going to have to do to provide the entertainment to your table. I would seriously reconsider whether he is someone I want at my table.

Grand Lodge

Barnabas Eckleworth III wrote:

I'm going to be starting this one in a few weeks. Was not looking forward to finding the time to make backgrounds. This is a big help. Thanks.

I have Part 1 of Chapter 1 converted into Fantasy Grounds.

My main worry is... when the party finds Ileosa's brooch, I am 98% certain the first thing they will do is try to sell it. And that stops the plot in its tracks if they don't return it to her.

In my group, I have one player that plays heroically. The others want xp and loot. So this will be a tough one to engineer.
Maybe I should pick a different adventure..

The brooch should not be an issue for you. It is cover in Part 2 Event 2 on page 30 of the anniversary edition.

I think there is more than enough loot and xp to make any player happy.

I agree with Lord Fyre, the absolute best AP ever! I have played in it and I am currently running it.

Grand Lodge

My players rely heavily on summoned allies so I created these to counter them. I added 4 of them to the encounter. With all these changes the Everdawn Pool encounter is CR 23.

Grey Maiden Summon Killer:
Grey Maiden Spell Slayer
Human fighter 12
LE Medium humanoid (human)
Init +7; Senses Perception +15
—————
Defense
—————
AC 34, touch 15, flat-footed 30 (+13 armor, +1 deflection, +3 Dex, +1 dodge, +2 natural, +4 shield)
hp 112 (12d10+36)
Fort +15, Ref +14, Will +10 (+3 vs. fear)
Resist fire 20, sonic 20
—————
Offense
—————
Speed 30 ft., fly 60 ft. (good)
Melee +2 summon bane longsword +24/+19/+14 (1d8+11/17-20 plus 2d6 vs. Summoned (conjured)
creatures)
Special Attacks weapon trainings (fighter's reflexes, heavy blades +2)
—————
Statistics
—————
Str 21, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +12; CMB +19; CMD 32
Feats Armor Focus, Combat Reflexes, Critical Focus, Disruptive, Dodge, Following Step, Improved
Critical (longsword), Improved Initiative, Mobility, Outflank, Step Up, Step Up And Strike, Weapon
Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics +2, Appraise +2, Bluff +1, Climb +4, Diplomacy +1, Disguise +1, Escape Artist +2, Fly
+2, Heal +3, Intimidate +16, Perception +15, Ride +2, Sense Motive +3, Stealth +2, Survival +18, Swim
+4
Languages Common
SQ armor training 3
Combat Gear potion of resist fire 20 , potion of resist sonic 20 ; Other Gear maiden's panoply, maiden's aegis, +2 summon bane longsword , amulet of natural armor +2 , belt of physical might +2 (Str, Dex) ,
cloak of resistance +3 , flying ointment, helm of the Fanged Crown , lenses of situational sight , ring of protection +1 , 215 gp
—————
Special Abilities
—————
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Disruptive +4 DC to cast defensively for those you threaten.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (20) You have the specified Energy Resistance against Sonic attacks.
Fighter's Reflexes (Weapon Training [Blades, Heavy] +2) (Ex) While not denied Dex bonus to AC, add
training bonus to Reflex saves.
Fly (60 feet, Good) You can fly!
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike With Step Up or Following Step, use one atk of opp to make attack against followed
target.
Weapon Training (Blades, Heavy) +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades

I have not run this fight yet so I can't say how it went. The party is currently storming Castle Korvosa.

Grand Lodge

False Ileosa.

False Ileosa:
False Ileosa CR 9
XP 6,400
Female human simulacrum (Chelaxian) aristocrat 1/sorcerer 9
LE Medium humanoid (human)
Init +7; Senses Perception +9
—————
Defense
—————
AC 27, touch 16, flat-footed 23 (+5 armor, +2 deflection, +3 Dex, +1 dodge, +2 natural, +4 shield)
hp 88 (10 HD; 9d6+1d8+49)
Fort +8, Ref +9, Will +8
Defensive Abilities crimson throne, redirection; Immune illusions, mind-affecting effects; Resist electricity
10
—————
Offense
—————
Speed 60 ft., fly 60 ft. (good)
Melee +1 returning dagger +6/+6 (1d4+1/19-20)
Special Attacks breath weapon (9d6 electricity, 60 ft. line, DC 19, 1/day), claws (2, 1d6, treated as magic
weapons, 8 rounds/day)
Sorcerer Spells Known (CL 9th; concentration +14)
4th (5/day)— dimension door , fear (DC 19), greater invisibility
3rd (7/day)— fireball (DC 19), fly, haste, lightning bolt (DC 19)
2nd (7/day)— blindness/deafness (DC 17), protection from arrows , resist energy , scorching ray , touch of idiocy
1st (8/day)— mage armor , magic missile , protection from good , ray of enfeeblement (DC 16), shield,
shocking grasp
0 (at will)— acid splash , detect magic , jolt, light, mage hand , message, prestidigitation, read magic
Bloodline Draconic
—————
Statistics
—————
Str 10, Dex 16, Con 16, Int 9, Wis 7, Cha 20
Base Atk +4; CMB +5; CMD 20
Feats Craft Wondrous Item, Elemental Spell, Eschew Materials, Improved Initiative, Skill Focus (Fly),
Spell Focus (evocation), Toppling Spell UM, Toughness
Skills Acrobatics +2 (+14 to jump), Fly +5, Knowledge (history) +4, Knowledge (local) +4, Knowledge
(nobility) +4, Perception +9, Stealth +22 (+42 when immobile), Use Magic Device +16
Languages Common
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Other Gear +1 glamered chain shirt , +1 returning dagger , replica nonmagical crown of fangs (worth 5,000 gp)
—————
Special Abilities
—————
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Breath Weapon (9d6 electricity, 60 ft. line, 1/day, DC 19) (Su) As a standard action, deal energy
damage in area (Ref half).
Crimson Throne (Su) As long as she remains seated in the Crimson Throne, the false Ileosa gains a
+10 deflection bonus to her AC and is immune to illusions and mindaffecting effects.
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (60 feet, Good) You can fly!
Immunity to Illusions You are immune to illusions.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Magic Claws (8 rounds/day) (Su) As a free action, gain 2 claw attacks that bypass DR as magic
weapons.
Redirection (Ex) As long as this simulacrum lives, any divination spell that attempts to locate or
otherwise target the real Queen Ileosa is instead redirected to target this simulacrum. The caster of the
divination spell has a small chance to notice the redirection
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Toppling Spell Spell with the force descriptor knocks targets prone.

Grand Lodge

Queen Ilaosa as a sorcerer. Rebuilt using hero lab.

Queen Ileosa:
Queen Ileosa Arabasti CR 22
XP 614,400
Female human (Chelaxian) aristocrat 2/sorcerer 19
LE Medium humanoid (evil, human)
Init +15; Senses true seeing, true seeing ; Perception +28
—————
Defense
—————
AC 47, touch 28, flat-footed 36 (+8 armor, +5 deflection, +10 Dex, +1 dodge, +2 insight, +11 natural; +2 deflection vs. good); never flat-footed
hp 438 (21 HD; 19d6+2d8+360); regeneration 20 (Serithtial)
Fort +24, Ref +25, Will +23; +8 resistance bonus vs. mind-affecting; +2 resistance vs. good
Defensive Abilities freedom of movement , never surprised; Immune fire, poison; Resist acid 10, cold
10, electricity 10, sonic 30; SR 31
Weaknesses susceptible to serithtial
—————
Offense
—————
Speed 60 ft., fly 90 ft. (average)
Melee +4 human-bane dancing glamered icy burst speed rapier +22/+22/+17 (1d6+14/18-20 plus 2d6 vs. human and 1d6 cold)
Special Attacks breath weapon (19d6 electricity, 60 ft. line, DC 33, 2/day), claws (2, 1d6 plus 1d6
electricity, treated as magic weapons, 17 rounds/day)
Spell-Like Abilities (CL 21st; concentration +35)
At will— minor image (DC 26)
3/day—charm monster (DC 29)
1/day—charm person (DC 25), greater teleport
Sorcerer Spells Known (CL 19th; concentration +33)
9th (6/day)— meteor swarm (DC 35), time stop , wish
8th (8/day)— form of the dragon III , mind blank , polar ray , stormbolts (DC 34)
7th (8/day)— form of the dragon II , mage's sword , reverse gravity , greater teleport
6th (9/day)— chain lightning (DC 32), contagious flame, greater dispel magic , form of the dragon I
5th (9/day)— baleful polymorph (DC 29), feeblemind (DC 29), fire snake APG (DC 31), spell resistance ,
wall of force
4th (9/day)— dimension door , greater false life, fear (DC 28), greater flaming sphere (DC 30),
greater invisibility
3rd (9/day)— fireball (DC 29), fly, haste, lightning bolt (DC 29), vampiric touch
2nd (10/day)— blindness/deafness (DC 26), darkness, protection from arrows , resist energy , scorching ray, touch of idiocy
1st (10/day)— mage armor , magic missile , protection from good , ray of enfeeblement (DC 25), shield, shocking grasp
0 (at will)— acid splash , detect magic , jolt, light, mage hand , message, open/close (DC 24),
prestidigitation, read magic
Bloodline Draconic
—————
Statistics
—————
Str 23, Dex 30, Con 30, Int 16, Wis 16, Cha 38
Base Atk +10; CMB +18; CMD 44
Feats Arcane Strike, Craft Wondrous Item, Elemental Spell APG, Eschew Materials, Forge Ring, Great
Fortitude, Greater Spell Focus (evocation), Improved Initiative, Intensified Spell APG, Maximize Spell, Reach
SpellAPG, Selective Spell APG, Skill Focus (Fly), Spell Focus (evocation), Toppling Spell UM, Toughness
Skills Acrobatics +11 (+23 to jump), Appraise +4, Bluff +15, Climb +7, Diplomacy +15, Disguise +15,
Escape Artist +11, Fly +18, Heal +4, Intimidate +34, Knowledge (arcana) +28, Knowledge (history) +17,
Knowledge (local) +17, Knowledge (nobility) +17, Linguistics +12, Perception +28, Perform (dance) +15,
Perform (oratory) +15, Perform (sing) +15, Perform (string instruments) +15, Perform (wind instruments)
+15, Ride +11, Sense Motive +8, Spellcraft +28, Stealth +31 (+51 when immobile), Survival +4, Swim +7,
Use Magic Device +33
Languages Aklo, Common, Elven, Giant, Infernal, Shadowtongue, Thassilonian, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), contingency,contract bound, contract bount, everdawn infusion, exceptional stats, inherent bonuses, kazavon's artifacts
reuinited, permanent spells, wings
Combat Gear boots of teleportation , crown of fangs , greater quicken metamagic rod , ring of spell storing(major), wand of magic missile (CL 9th, 34 charges) ; Other Gear +4 human-bane dancing glamered icy burst speed rapier , amulet of natural armor +5 , belt of physical might +6 (Str, Dex) , bracers of armor +8 ,crimson gown , crystal ball with true seeing , eyes of charming , gloves of arcane striking UE, handy
haversack, headband of mental prowess +4 (Int, Wis) , iridescent spindle ioun stone , pale green prism ioun stone, ring of splendid security , vibrant purple prism ioun stone , armband set with rubies (worth 3,500 gp), gold anklet set with rubies (worth 4,000 gp), gold-and-ruby earrings (worth 5,000 gp), minature platnum sword (worth 250 gp)
—————
Special Abilities
—————
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Breath Weapon (19d6 electricity, 60 ft. line, 2/day, DC 33) (Su) As a standard action, deal energy
damage in area (Ref half).
Contingency (Sp) Ileosa used a scroll of contingency to set up this effect: if she is ever brought to fewer than 30 hit points, heal (CL 20th) is cast on her.
Contract Bound (Ex) Queen Ileosa forged a contract with an erinyes devil, gaining the benefits of the
devil-bound template. If Ileosa dies, she cannot be brought back to life without Sermignatto’s permission;
if that devil is slain, the contract itself reverts to Serm
Contract Bount (Ex) Contract Bound (Ex): A devil-bound creature has signed a contract of service in
return for the abilities granted by this template. The devil must reveal its nature when the contract is
offered, and it cannot hide the details of the contract in any wa
Electricity Claws (17 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Electricity) that bypass DR as magic weapons.
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (30) You have the specified Energy Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Everdawn Infusion (Ex) Ileosa can cast teleport in the Sunken Queen without restriction. She calculates
her hit points using her Charisma modifier rather than her Constitution modifier, and is immune to bleed
effects.
Exceptional Stats (Ex) Queen Ileosa was destined from birth to achieve greatness. Her ability scores
were generated using 25 points, rather than the standard array. Additionally, she has a potent artifact and
her gear was determined as if she were a PC rather than an NPC t
Fly (90 feet, Average) You can fly!
Freedom of Movement (Sp) Subject moves normally despite impediments to movement.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Inherent Bonuses (Ex) With the aid of genie-granted wishes and other expenditures of her wealth, Ileosa
has the following inherent bonuses to her ability scores: Strength +3, Dexterity +4, Constitution +4,
Intelligence +3, Wisdom +3, Charisma +5.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the
caster level to reach beyond that cap).
Kazavon's Artifacts Reuinited As Kazavon's artifacts are brought near each other, their fragmented
intelligences merge.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Never Flat-footed This creature cannot be flat-footed, and always uses it's normal AC.
Never Surprised This creature cannot be surprised, and always acts in any surprise round.
Permanent Spells (Sp) Ileosa has arcane sight and tongues as permanent spells, both functioning at CL
16th.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Regeneration 20 (Serithtial) Heal HP quickly and cannot die.
Selective Spell You can cast a spell that does not affect some targets within its area.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (31) You have Spell Resistance.
Susceptible to Serithtial (Ex) The infusion of Kazavon into Ileosa’s soul allows Serithtial to suppress her
regeneration. Each time she takes damage from Serithtial, she must succeed at a DC 25 Fortitude save or
gain a negative level as the sacred blade carves away at the power
Toppling Spell Spell with the force descriptor knocks targets prone.
True Seeing (Ex) A crag linnorm has constant true seeing, as per the spell of the same name.
Wings (Su) Can sprout wings and gain a 60' Fly speed with average maneuverability.

Grand Lodge

rkotitan wrote:
Jolistina went on to relocate and take on the role of Jackdaw in my Hell's Rebels game which took place quite a bit of time after CotCT. Definitely one of my group's favorite NPCs.

Interesting. My group captured Jolistina and she was turned over the the Korvosian Guard. She later escaped after the Queen basically replaced the the guard. I really had not put much thought into where she landed as the players were no where near Korvosa. Now that they are back and well into storming the Castle, I think I might have to put some thought into this.

I am going to be running Shattered Star at some point in the future, maybe a reappearance in Magnimar would be fun.

Grand Lodge

The adventure does not specifically say what insanity she has, so I made it Mania/Phobia (seemed appropriate in the given scenario). Before the end of book 2 your players should be 7th level. At this point your characters could cure Jolistina with a few castings of restoration.

Jolistina was my second favorite NPC in the whole adventure, Laori being number 1. I guess I have a thing for crazy women.

Grand Lodge

Name of PC: Summer ShinyPenny
Race: Halfling
Class/Level: Rogue 7
Adventure: Forge of the Giant God
Location: A8. Chamber of Prayers
Catalyst: Lokmorr Edergun and a big spear

Story:
The party of intrepid adventurers had spent over an hour trying to figure out how to get past the first door into the tomb. When they finally got into the viewing chamber Lokmorr has no issues hearing the party and sets up a ambush at the south door in the Chamber of Prayers. The party moves through Reliquary room after Turtok takes a hit from the crossbow trap. Summer then heads down the hallway to the south door to the Chamber of Prayers. Summer opens the door and is immediately hit by Lokmorr and his long spear. (roll for initiative). Lokmorr goes first and drives the spear into Summer twice, killing her. The rest of the party retreats back to the Reliquary and sets up a ambush for Lokmorr, mean while he moves down to Steelhand’s Sepulcher. The party eventually kills Lokmorr but loses Umlo to Lokmorr’s gaze attack and now he is a statue.

The next day the party cast speak with dead. Summer did not want to be raised.

Grand Lodge

I believe it is about 60 feet. Each levels ceiling is about 15 feet. I could be wrong.

Grand Lodge

Hello,

Can you please removed the back ordered item so the rest of the order can ship? I believe it is Pathfinder Battles—Crown of Fangs: Jolistina Susperio.

Thank you,

Rob

Grand Lodge

They are both still alive in my game. Bahor convinced the party to kill Vimanda but she escaped. Bahor is still playing the party like a fiddle (or so he thinks) and Vimanda has struck a deal with Ileosa. The party will find her in Castle Korvosa during the fight with the false Illeosa.

Grand Lodge

I think that you guys don't need to raise Cindermaw necessarily, they just lose 1 respect point.

Let them own it and role play it. The witnesses already know they screwed up. To try to cover it up with a raise dead (if indeed covering it up is the reason) would look dishonest to the Shoati. If they are doing it to make amends for killing Cindermaw, then that too me would be an awesome role play situation. Depending on how they do it, I might return the 1 point of respect penalty.

Grand Lodge

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The Wicked GM wrote:

It was an exciting moment (the first PC death of the game) and one that my players, amazing roleplayers and good sports, really made shine.

It is always awesome to have great role players that own the consequences of their actions.

Grand Lodge

TPK

Name of PC: Cassian
Race: Human
Class/Level: Inquisitor 13

Name of PC: Urixi Standlehoff
Race: Human
Class/Level: Sorcerer 13

Name of PC: Carpian Hat
Race: Human
Class/Level: Cleric (Desna) 13

Name of PC: Septimus Smith
Race: Half Orc
Class/Level: Alchemist 13

Adventure: Skeletons of Scarwall
Location: D14. Lord’s Tower
Catalyst: Earlier Bad Decisions and Spammed Area Attacks

Story:
Three decisions made earlier contributed to the TPK. One was when Nate died the player brought in an Inquisitor, Cassian, that was definitely weaker than Nate and could never hope to fill his boots as the front-line fighter. The party did not have character that could get up in the monster’s face and hope to survive and do damage. Secondly, the two main damage dealing casters, Septimus and Urixi, failed their saves that morning and were unable to relearn/recover spells and spell slots, choose to go out and explore anyway. The third was Septimus was in possession of a cursed item that would not allow him to use his normal attacks, but instead use it.

The party returned to the Lord’s Tower having run into a bit of bad luck the day earlier with cursed glaive. The first encounter is with the Imps that were spotted right away, one of them getting to warn Nihil. Three of the remaining Imps died quickly, but the fourth took longer as the sorcerer let her familiar, Majenko, solo the fourth one. Majenko took 3 rounds to kill it. Meanwile Nihil and her crew were buffing.

The party then proceeds to kick in the door to the Lord’s Tower. Nihil lets loose with a chain lightning. The damage is huge, and a couple of the party miss their saves. The Bone Devil (from D18) attacks Septimus in the doorway. The two Barbed Devils each cast Order’s Wraith. Suffice it to say the party is now in dire straights and Majenko is irrevocably dead. Initiative happens and for the most part, does not go in the party’s favor.

Nihil cast Horrid Wilting which, again does some huge damage. Carpian fails his save and is killed out right. Septimus attacks with the cursed glaive and Cassian buffs. The Bone Devil steps back from Sepitmus and hits him with his scythe. The Barbed Devils cast Unholy Blight, putting all the party members close to death. At this point the party decides to run.

Septimus leads the retreat followed by Urixi and Cassian is cut off. Cassian flies to the top of the tower’s ceiling and the barbed devils spam him with scorching rays killing him. Cassian falls the 40 feet and is irrevocably dead. The Bone devil pursues Septimus, who ran down the stairs and the barbed devils pursue Urixi.

Urixi has enough left in her to kill one of the barbed devils (the summoned one) and forcing the other to retreat. Meanwhile Septimus can’t escape as Nihil uses discern location and then teleports ahead of him cutting him off. Septimus, forced to solo Nihil dies quickly.

Urixi, out off spells manages to fly and escape to the main gates of the castle. Pulling out a couple scrolls of sending, calls for help from the Korvosa resistance and Laori (who they sent on a shopping trip a few days earlier). Nihil and the Bone Devil find Urixi and she goes down in a last stand.

Now, party is coming back due to Laori and some divine intervention by Zon-Kuthon. There will of course be consequences to the party for Zon-kuthon having to get directly involved.

A little snippet of what Laori did.

Having finished the shopping trip to get some needed supplies for her “friends” and Nate. She was shadow walking back to Scarwall when she received an urgent sending from, of all people, Urixi. The Scarwall expedition had failed. She tried to return the sending but knew it did not go through. “Damn spell not working reliably across planes. They were probably all dead.”

Laori makes it back to the camp where Sial was waiting. As she rushes in, her words coming out at 1000 miles an hour, it took Sial a few moments to understand what was going on. “Shush Laori, lets just go see what has happened”.

Laori, Sial, and Asyra make their way down the causeway to the gates. Just inside the gates they discover the remains of Urixi, well it had to be Urixi, she was the only female on the expedition. The body was all chopped up, but it was definitely female. The head was missing. Sial creates a pit and the trio make their way into the castle. The next body they find is Septimus, he was the only half orc. Again, all chopped up and the head missing.

At this point Laori kneels in prayer, beseeching Zon-Kuthon, “Prince of Pain, Dark Lord, Midnight Lord, grant me the strength, ability, and knowledge to find our heroes and safely get them out of here. Allow me the ability to circumvent the terrors and restrictions of Castle Scarwall. I offer up my body as payment.” There is a flash of light. Laori looks at Sial, “That should do it”. She giggles thinking about how exquisite the payment will be.

Following a blood trail leads them to Carpian next, the head missing, but the holy symbol of Desna laying amongst the body parts, tells who it is. As they find the body a large Devil appears and says “Excellent, more fodder to feed to the midnight Lord.” Laori brings up her holy symbol and brandishes it at Nihil, The Ashbringer, “We are servants of the Midnight Lord, here at his bidding, you will leave us be or know the wraith of The Prince of Pain. Now tell me where the fourth one lies!”

Nihil, The Ashbringer leads them to the tower room where the smashed body of Cassian lies. Laori approaches Cassian and looks at him with disdain. “This is not the one I am looking for. There was a tall, strong, handsome one with them, where is he?” Nihil, The Ashbringer replies “there was only the four, the half orc, the Desna priest, the witch, and this one”.

Laori thinks a moment as the rage builds inside her. Then, before Nihil can even blink, Laori brings down a pillar of fire on her. Nihil taken aback from the sudden and violent action of Laori, freezes. Laori again calls down retribution in the form of a hundred spinning blades, slicing Nihil. Sial begins casting a spell. Nihil casts a spell and the blades go away. Laori then cast a second flame strike on Nihil, but after the three spells already put on Nihil and seeing how little they have affected her, Laori realizes that she was not prepared for this fight.

Sial’s spell casting ends and three Kytons appear and attack Nihil, Asrya disappears. Sial starts casting again. Nihil’s casts another spell and Laori and Sial feel the water in their bodies evaporate in a most painful way, Laori giggles, Sial cries out in pain.

Laori then steps back, looks at Sial and says, “sorry”. Casts a spell and disappears.

Laori’s Word of Recall was supposed to bring her to Nidal, but she is not in Nidal. She has found herself in the most exquisite torture chamber she has ever seen. All sorts of implements of dealing pain. Some she has never seen before and is curious how they work. With a quick intake of breath, she realizes where she is!

The voice behind her says “Welcome dear one, it is time to pay the price. Kneel before the Midnight Lord”! Laori tuns and faces the Midnight Lord, Zon-Kuthon. A smile crosses her lips…

Grand Lodge

Name of PC: Fortunatos
Race: Gnome
Class/Level: Desna Cleric 7
Adventure: Forge of the Giant God
Location: Mindspin Mountains
Catalyst: Random Encounter With a Bisha Ga Tsuku

Story:
The party is travelling through a high mountain pass on the way to find the tomb of Nargrym Steelhand. The party suddenly finds themselves in a freezing fog filled with hoar frost and taking damage (roll for initiative). The Bisha goes first and fires a freezing sphere and gets the whole party and rolls amazingly high damage (49) too which over half the party fails their saves, including Fortunatos, leaving him severely injured (5 hit points). Party members close with the Bisha but don’t get attacks due to having to use double moves. The Bisha takes a step back from Turtok (Human Ranger) and casts a cold ice strike which hits 5 of the 7 party members above average damage, but enough to take Fortunatos (-17 and dead) and Umlo down. The brother and sister team (Turtok and Renka (Dragon Disciple), along with Summer (halfling rogue), connect on the Bisha dropping it to below a third of it’s hit points. The Bisha decides it has had enough and withdraws, giving up some attacks of opportunity which fail to finish it. The Bisha gets away.

* I hate killing characters with random encounters, so I made it, so this did not happen, and they got the Cleric back at no cost. I had Fortunatos make a die 20 roll for no real reason and then I rolled percentile for no real reason. I just wanted it to look like a divine intervention is happening. Fortunately, earlier in the evening I had made it appear that Desna has taken a keen interest in Fortunatos with a dream showing him the Sky Citidal attacking Vigil. *

The party decides it must retreat to Trunau and possible as far as Vigil to find someone to raise their cleric. The first night they are camped. The party gets a visit from a Dryad (druid of Desna) who was sent by Desna to save poor Fortunatos the gnome cleric of Desna. The party did not object to the reincarnation and it was cast. Fortunatos chooses to accept the reincarnation (I knew the player would, he loves odd stuff happening to his characters and owns it).

Fortunatos comes back as a Kobold!

This is going to make for some interesting role-play down the road.

Grand Lodge

Gidonamor wrote:

Another question that came up, this time about the harrow point uses:

** spoiler omitted **

The only divine character in my party is a multiclassed paladin, so apart from the will saves, no one can really take advantage of these points. And only having the will rerolls seems kind of lackluster.

Any cool alternative ideas? I thought about allowing them to also reroll saves against death effects with them, is that balanced power-wise?

Actually, those will re-rolls will become important as my party has found out. Now they preserve them for important saves like...

Re-Rolls:
There is the restless sleep that prevents regaining spells. Your party may find those annoying. Currently my party has a Alchemist and a Sorcerer that could not regain their spells slots and extracts. There are a lot of will saves in this place. The Heights come to mind with all the unholy blights, holy wraiths, and blasphemy coming their way. They may seem minor, but they will be important.

Remember, the other chapters had harrow point stuff that was not dramatic for the divine caster. Chapter 4 made the fighter types rock.

Grand Lodge

Yossarian wrote:
Olmac wrote:
Above was pointing the unpleasantness of becoming a grey maiden, but I think the role play possibilities would be awesome.
Yes, highly unpleasant! It would take a bit of skill on the part of the GM to show that the Grey Maiden's are toxic but not too obviously evil at this stage of the AP. But done right it could be very cool. And also a good way to introduce some of the figures in the Deaths Head Vault chapter you mention. They are kind of dropped on the party without prefiguring in the AP as written, which is begging for a bit of setup work from the GM in the preceding chapters.

I did drop a couple of them into Seven Days to the Grave as some RP encounters as the players ran through some of the side events that was suggested. That worked out well.

Grand Lodge

Yossarian wrote:
Good luck. I think it's an awesome idea by your player and I'd encourage you to work with it.

I agree. Above was pointing the unpleasantness of becoming a grey maiden, but I think the role play possibilities would be awesome.

Grand Lodge

This is an easy one. You don't just join the Grey Maidens. You are recruited. That means they know who they are getting. They won't take just anyone. I think in a lot of cases the recruits are more kidnapped and otherwise. Becoming a Grey Maiden is not particularly a life style choice in most cases. The process includes indoctrination, torture, and ritual scarring. I am sure it is not a very pleasant process.

You don't say which version you are running. If it is the had cover, you should read ahead to the Deaths head Vault, Chapter 4 part 3. It will give you an idea of what they are in for.

Grand Lodge

Gidonamor wrote:
Olmac wrote:
I wouldn't worry about having Zena all stated out unless you expect combat, which would be silly of your party.

Completely agree. Thais should be a non-combat encounter imo.

Olmac wrote:


That being said...

** spoiler omitted **
Change the spells as you see fit.

Great work with the stat block! I feel she would likely have channel positive rather than negative though.

Feel free to change it or anything else. It is your game after all.

I actually forgot to address the alignment. I would have gone with LN had I changed it, so channeling positive definitely could happen.

Grand Lodge

I wouldn't worry about having Zena all stated out unless you expect combat, which would be silly of your party.

I actually created a small side adventure out of the party escorting Trinia out of town. I had them pursued by a small band of bounty hunters.

That being said...

Zenobia Zenderholm:
Zenobia Zenderholm CR 10
XP 9,600
Female middle-aged human aristocrat 2/cleric of Abadar 9
NE Medium humanoid (human)
Init +1; Senses Perception +21
—————
Defense
—————
AC 16, touch 16, flat-footed 14 (+3 deflection, +1 Dex, +1 dodge, +1 insight)
hp 42 (11d8-11)
Fort +5, Ref +4, Will +12
Resist fire 10
—————
Offense
—————
Speed 30 ft.
Special Attacks channel negative energy 9/day (DC 20, 5d6), hand of the acolyte (6/day), weapon master
(9 rounds/day)
Domain Spell-Like Abilities (CL 9th; concentration +12)
6/day—battle rage (+4)
1/day—dispelling touch
Cleric Spells Prepared (CL 9th; concentration +12)
5th—flame strike (DC 18), slay living (DC 18)
4th—divine power, poison (DC 17), sending, unholy blight (DC 17)
3rd—bestow curse (DC 16), blindness/deafness (DC 16), contagion (DC 16), dispel magic, wind wall
2nd—death knell (DC 15), desecrate, enthrall (DC 15), hold person (DC 15), resist energy , spiritual weapon
1st—command (2, DC 14), identify, protection from good , sanctuary (DC 14), shield of faith
0 (at will)— bleed (DC 13), detect magic , light, read magic
Domains Magic, War
—————
Statistics
—————
Str 9, Dex 13, Con 9, Int 13, Wis 16, Cha 22
Base Atk +7; CMB +6; CMD 22
Feats Alertness, Combat Casting, Dodge, Eschew Materials, Mobility, Persuasive, Selective Channeling
Skills Bluff +18, Diplomacy +24, Intimidate +24, Knowledge (local) +9, Knowledge (nobility) +9, Knowledge(religion) +9, Perception +21, Sense Motive +21
Languages Common, Shoanti, Varisian
Other Gear dusty rose prism ioun stone , headband of mental prowess +2 (Wis, Cha) , golden unholy symbol of Abadar

Change the spells as you see fit.

Grand Lodge

MrVergee wrote:
Olmac wrote:
I was a player in a group that finished the original 3.5 version (converted to Pathfinder) a few years ago. We found that the final battle with Illeosa a disappointment. Very anti-climantic. I am currently running a group through it right now I have have restated Illrosa as a Sorcerer. I also bumped her up a level.

I'm not sure restatting and leveling up Ileosa will make much of a difference in the fight. This game is all about action economy and Ileosa is at a disadvantage, even as a sorcerer.

You're right about that. I added some bodyguards for Illeosa in the form of 4 specialized Greymaidens that were trained to fight mages (all the characters are now casters of some sort).

The dragon idea is interesting.

Grand Lodge

Thanks, I thought the blue draconic heritage made a lot of sense, though I guess infernal would have as well. I also restated the false Ileosa as well.

False Illeosa:
False Ileosa CR 9
XP 6,400
Female human simulacrum (Chelaxian) aristocrat 1/sorcerer 9
LE Medium humanoid (human)
Init +7; Senses Perception +9
—————
Defense
—————
AC 30, touch 23, flat-footed 27 (+5 armor, +10 deflection, +3 Dex, +2 natural)

hp 88 (10 HD; 9d6+1d8+49)

Fort +6, Ref +6, Will +6; +2 morale bonus vs. charm and fear

Defensive Abilities crimson throne, redirection; Immune illusions, mind-affecting effects; Resist electricity 10

—————
Offense
—————
Speed 30 ft.

Melee +1 returning dagger +7 (1d4+3/19-20)

Special Attacks breath weapon (9d6 electricity, 60 ft. line, DC 19, 1/day), claws (2, 1d6, treated as magic weapons, 8 rounds/day)

Sorcerer Spells Known (CL 9th; concentration +14)

4th (5/day)— dimension door , fear (DC 19), greater invisibility

3rd (7/day)— fireball (DC 19), fly, haste, lightning bolt (DC 19)

2nd (7/day)— blindness/deafness (DC 17), protection from arrows , resist energy , scorching ray , touch of idiocy

1st (8/day)— mage armor , magic missile , protection from good , ray of enfeeblement (DC 16), shield, shocking grasp

0 (at will)— acid splash , detect magic , jolt, light, mage hand , message, prestidigitation, read magic

Bloodline Draconic

—————
Statistics
—————
Str 10, Dex 16, Con 16, Int 9, Wis 7, Cha 20

Base Atk +4; CMB +6; CMD 27

Feats Craft Wondrous Item, Elemental Spell, Eschew Materials, Improved Initiative, Skill Focus (Fly), Spell Focus (evocation), Toppling Spell, Toughness

Skills Fly +5, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility) +4, Perception +9, Use Magic Device +16

Languages Common

SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)

Other Gear +1 glamered chain shirt , +1 returning dagger , replica nonmagical crown of fangs (worth 5,000 gp)

The confrontation won't be for a while yet, but I am thinking before the new year. If you read the obits you will see they suffered a loss this weekend. I will probably be posting the end results of the adventure path.

Grand Lodge

I was a player in a group that finished the original 3.5 version (converted to Pathfinder) a few years ago. We found that the final battle with Illeosa a disappointment. Very anti-climantic. I am currently running a group through it right now I have have restated Illrosa as a Sorcerer. I also bumped her up a level.

Stat Block:

—————
Queen Ileosa Arabasti CR 22
XP 614,400
Female human (Chelaxian) aristocrat 2/sorcerer 19
LE Medium humanoid (evil, human)
Init +15; Senses true seeing, true seeing ; Perception +28
—————
Defense
—————
AC 46, touch 27, flat-footed 36 (+8 armor, +5 deflection, +10 Dex, +2 insight, +11 natural; +2 deflection vs. good); never flat-footed

hp 439 (21 HD; 19d6+2d8+361); regeneration 20 (Serithtial)

Fort +24, Ref +24, Will +23; +2 resistance vs. good

Defensive Abilities freedom of movement , never surprised; DR 10/adamantine (70 points); Immune fire, poison; Resist acid 10, cold 10, electricity 10; SR 22

Weaknesses susceptible to serithtial
—————
Offense
—————
Speed 30 ft., fly 60 ft. (average)

Melee +4 human-bane dancing glamered icy burst speed rapier +21/+21/+16 (1d6+14/18-20 plus 2d6 vs. human and 1d6 cold)

Special Attacks breath weapon (19d6 electricity, 60 ft. line, DC 33, 2/day), claws (2, 1d6 plus 1d6 electricity, treated as magic weapons, 17 rounds/day)

Spell-Like Abilities (CL 21st; concentration +35)

At will— minor image (DC 26)

3/day—charm monster (DC 29)

1/day—charm person (DC 25), greater teleport

Sorcerer Spells Known (CL 19th; concentration +33)

9th (6/day)— meteor swarm (DC 35), time stop , wish

8th (8/day)— form of the dragon III , mind blank , polar ray , storm bolts (DC 34)

7th (8/day)— form of the dragon II , mage's sword , reverse gravity , greater teleport

6th (9/day)— chain lightning(DC 32), contagious flame, greater dispel magic , form of the dragon I

5th (9/day)— baleful polymorph(DC 29), feeblemind(DC 29), fire snake(DC 31), spell resistance , wall of force

4th (9/day)— dimension door , greater false life, fear(DC 28), greater flaming sphere(DC 30), greater invisibility

3rd (9/day)— fireball(DC 29), fly, haste, lightning bolt(DC 29), vampiric touch

2nd (10/day)— blindness/deafness (DC 26), darkness, protection from arrows , resist energy , scorching ray, touch of idiocy

1st (10/day)— mage armor , magic missile , protection from good , ray of enfeeblement (DC 25), shield, shocking grasp

0 (at will)— acid splash , detect magic , jolt UM, light, mage hand , message, open/close (DC 24), prestidigitation, read magic

Bloodline Draconic

—————
Statistics
—————
Str 23, Dex 30, Con 30, Int 16, Wis 16, Cha 38

Base Atk +10; CMB +17; CMD 43

Feats Arcane Strike, Craft Wondrous Item, Elemental Spell APG, Eschew Materials, Forge Ring, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Intensified Spell APG, Maximize Spell, Reach
Spell, Selective Spell, Skill Focus (Fly), Spell Focus (evocation), Toppling Spell, Toughness

Skills Acrobatics +11, Appraise +4, Bluff +15, Climb +7, Diplomacy +15, Disguise +15, Escape Artist +11, Fly +18, Heal +4, Intimidate +34, Knowledge (arcana) +28, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nobility) +17, Linguistics +12, Perception +28, Perform (dance) +15, Perform (oratory) +15, Perform (sing) +15, Perform (string instruments) +15, Perform (wind instruments) +15, Ride +11, Sense Motive +8, Spellcraft +28, Stealth +11, Survival +4, Swim +7, Use Magic Device +33

Languages Aklo, Common, Elven, Giant, Infernal, Shadowtongue, Thassilonian, Varisian

SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), contingency, contract bound, contract bount, everdawn infusion, exceptional stats, inherent bonuses, permanent spells, wings

Combat Gear boots of teleportation , crown of fangs , greater quicken metamagic rod , ring of spell storing (major), wand of magic missile (CL 9th, 34 charges) ; Other Gear +4 human-bane dancing glamered icy burst speed rapier , amulet of natural armor +5 , belt of physical might +6 (Str, Dex) , bracers of armor +8 , crimson gown , crystal ball with true seeing , eyes of charming , gloves of arcane striking, handy haversack, headband of mental prowess +4 (Int, Wis) , iridescent spindle ioun stone , pale green prism ioun stone, ring of splendid security , vibrant purple prism ioun stone , armband set with rubies (worth 3,500 gp), gold anklet set with rubies (worth 4,000 gp), gold-and-ruby earrings (worth 5,000 gp)

Grand Lodge

You make some seriously beautiful maps dude. Thanks for sharing.

Grand Lodge

Name of PC: Nate Marlow
Race: Human
Class/Level: Fighter 13
Adventure: Skeletons of Scarwall
Location: B10 Eastern Officer’s Quarters
Catalyst: Knurlott and the critical hit and an opps from the Septimus.

Story:
(Caveat: I had decided that the same affect that traps soul for a dying character has the same save DC of 25 [not 23 as written] that strips Zellara from the deck.)

The alchemist, Septimus, open the door and Nate stepped into the doorway. Nate observes a Knurlott sitting on his bed, greatsword across his lap. Knurlott looks up at the sound of the door opening and sees Nate, stands at the same time he yells “This time I shall not fail you, Master Kazavon!”.

(Initiative, Septimus, Carpian the Desna Cleric, Nate, Knurlott, Urixi, the sorcerer)

The first to go is Septimus who throws two bombs at Knurlott, forgetting to avoid Nate with the splash. Knurlott takes a third of his hit points in damage, Nate ends up taking 13 points of splash. Next to go is Carpian, who casts the spell searing light, hitting Knurlott square in the chest stripping way another huge amount of hit points with an above average amount of damage. Nate them closes with Knulott and smacks him for a 72-point critical, taking Knutlott down to 18 hit points.

Knurlott, attacks and hits Nate three times, one a critical. The damage is above average and incredible, and Nate is dropped to negative 22 hit points (his constitution is only 19) and expires. Nate makes his will save to avoid his soul being trapped inside the walls of Scarwall and rolls a 24, missing the DC by 1. Nate’s soul is trapped in the walls.

Urixix casts a maximized, selective fireball that finished off Knurlott.

Now I have to figure out how to get a new character into the party that is stuck inside Scarwall due to this change I made.

Grand Lodge

KSB Snow Owl wrote:

If the bag [of holding] is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever.

Given that the biggest section of the Haversack has an 80-pound weight limit, Knurlott himself is likely to overload it as he is reforming... meaning the bag "breaks" and all the contents are lost on the Astral plane.

Additionally, since the original module indicates the curse of Scarwall extends into extradimensional spaces (as it will attack and claim Zellara, even if her Harrow deck is in an extradimensional space), I would rule that the party's Handy Haversack cannot leave Scarwall while Knurlott's armor is inside (assuming they haven't cleansed it).

I would agree with this, but I think Scarwall (Mithrodar) would simply have Knulott end up in some room close to where the party is and continue to defend Scarwall. My party has already crossed paths with Mithrodar and killed him twice. Of course he still has 4 anchors so the second time he reformed he said "I can do this all day". None the less, he pissed and wants them dead more than ever.

Scarwall did exactly that in my game, Zellara was sucked right out of a Handy Haversack.

Grand Lodge

Gidonamor wrote:

Did anyone's party pocket Knurlott's armor? I expect my party to stuff it in their handy haversack, and I'm not sure whether he could get out again (but I definitely think he should).

The Handy Haversack only holds 80 pounds of material. I would think once Knurlott reforms he would be expelled by the haversack.

That would be awesome if it happened while they are camped and half the party asleep.

I am sure my groups Gorum worshiping fighter will love to be wearing +3 spiked plate mail.

Grand Lodge

I would just role play that out and see how the rogue extricates himself from his social faux pas. At the very least he might be able to charm his way around it with some good diplomacy or bluffs, worst they might not let him in. I would not change to Sarenrae, let him live with the consequences of his actions .

Grand Lodge

KSB Snow Owl wrote:

Can anyone explain to me how Knurlott's attack bonus with his +2 greatsword is +26? I can't figure out the last +3.

Either it's just flat out wrong, or I'm missing something from some of the Pathfinder-specific feats that applies to get him that high.

Melee +2 cold iron greatsword +26/+21/+16 (2d6+19/17–20 plus 3d6 acid)
+12 BAB
+6 Str
+2 for Weapon Focus and Greater Weapon Focus
+2 enhancement bonus
+1 bonus from desecrate aura
= +23

I can also only figure out up to 2d6+15 for his damage. No clue where the extra +4 comes from. (+9 for 1.5*Str, +2 enhancement, +4 weapon specialization and GWS).

I also can't figure out how his armor spikes attack modifiers are so high...

armor spikes +21/+16/+11 (1d6+9 plus 3d6 acid) or slam +15 (1d4+5)
+12 BAB
+6 Str
+1 bonus from desecrate aura
= +19

The armor spike damage is also wonky, unless there was some change in pathfinder that I don't know about (it appears he's getting 1.5x Strength to damage, even though they are light weapons?)

And why is his Slam attack at only +15, and only getting +5 of his +6 Strength bonus to damage?

Weapon Attack Bonus

+2 Fighter weapon training (heavy blades)
+2 bonus from desecrate aura due to this

Quote:
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area.

Weapon Damage Bonus

+2 weapon training (heavy blades)
+2 bonus from desecrate aura

Armor spike attack bonus

+1 weapon training (close)
+2 bonus from desecrate aura

Armor Spike Damage Bonus

+6 strength damage
+1 weapon training (close)
+2 bonus from desecrate aura

The Slam is totally messed up.

The slam attack should be +20

+12 BAB
+6 strength
+2 bonus from desecrate aura

Slam damage should be +11

+9 strength
+2 bonus from desecrate aura

Hope that helps.

Grand Lodge

regicide85 wrote:

I know you're probably way past this by now, but I figured I'd bump it because my PCs are crawling through the Anniversary Ed. Scarwall right now and they're going to fight Ukwar tonight. She's only able to be permanently killed via a glass or obsidian weapon (which none of my PCs have ever owned in all the years I've ran PF games). I'm sure they'll be able to subdue her just fine, but they're going to take her weapons and armor immediately, and I'd rather she keep them for her continued appearances until the Scarwall curse is lifted.

As for Knurlott, they just haven't tried to take the armor for some reason, and I have his body disappear whenever they leave the room. I've been lucky I guess...

...Does Belshalam's body just lay there and decay after they kill him? His soul is now trapped in Scarwall despite no longer being a spirit anchor, but since he was alive when he was made into an anchor, does he rise as undead now?

I feel like I should know this already.

Oh my goodness...or should I say badness?

I love the how that armour works. Nice to know about the write up in Undead Revisited. Thanks. I know the fighter in the group will use that spiked plate mail.

I don't think Belshalam comes back as undead, but, coming back as a Forsaken Lich, a gift from Scarwall for his services, would be awesome...LOL...food for thought!

Grand Lodge

KSB Snow Owl wrote:
Olmac wrote:

I definitely let the inhabitants of Scarwall use their teleport ability.

Never really put much thought into the how's of the current anchors. I don't think my players will either. They haven't connected the anchors to Mithrodar. They have only killed one so far, and I had the water elemental in F1 anchored as a replacement.

My thoughts on this. If you use the rules strictly as written he would never be able to replace an anchor which makes the ability useless. I am sure it was not intended that way.

Excellent, I will have no qualms about allowing the fiends to teleport, then, either (obviously, Nihil will still have the 100-foot leash of the Anchor limiting her movements).

Regarding Mithrodar and the Chained Spirit abilities... If you are writing a new monster, specifically for a module scenario, there is absolutely no reason to not ensure that the monster actually works in the scenario you wrote it for. Screwing that up is Wizards of the Coast-level incompetence. Thus far I'd been impressed enough with Paizo's products (largely just this Adventure Path, admittedly) that such lazy writing actually surprises me.

Yeah, I'll just have to DM-fiat Mithrodar to work the way its obvious he's supposed to work (treat the range limit on using his Chain Spirit supernatural ability as being 500 feet for undead, and 100 feet for other creature types, and assume that his Spiritsense ability is not blocked by walls and such).

Alternatively, I suppose there is a strictly-legal way Mithrodar could have done these things, exactly as the abilities are written...

Quote:

Chain Spirit (Su) As a standard action, once per day, a chained spirit can attempt to chain any evil-aligned intelligent, corporeal creature it can detect.

...
Spectral Sight (Su) A chain spirit can see and hear through the senses of any of its anchor spirits whenever it wishes, just as if it were using both effects of the spell clairaudience/clairvoyance.
In theory,...

I actually have been treating that Mithrodar is well aware of the goings on within Scarwall and can react to them.

Quote:
A final, and extremely important, aspect of the castle’s haunted nature is that the majority of the spirits trapped in the castle, from the ones the PCs will never see that infuse the structure’s walls to the majority of the undead foes they face in the adventure, are all under the sway of the chained spirit in area C14. The chained spirit functions as an anchor for these spirits, and as long as he retains his control, he can use the countless ghosts of Scarwall to watch and listen, giving the denizens of the castle a highly efficient organization against invasion.

I think this actually let him find new anchors, no matter where in Scarwall they are, and attack them to chain them.

Grand Lodge

KSB Snow Owl wrote:
Olmac wrote:

Not sure how I should handle this.

The party ... decided that burning ... the pillars (thus collapsing the ceiling) was how to end him. They set the chair on fire and were attempting to lite the pillars on fire when Mithrodar reformed again. They decided to run this time.

Now my quandary is, will the castle and the Mithrodar defend/prevent the pillars from burning, or does it burn?

Keep in mind that solid sections of wood don't light on fire that easily. Hold a match to a log, and it isn't going to light. The only description we are given is "Thick wooden columns, their sides caked with dust..." The map depicts them to be roughly 5 feet in diameter.

I would assume that columns such as these have had their bark peeled, and been somewhat sanded and smoothed. They may still display some of the natural undulations of the trees they were formed from, but they wouldn't have lots of small fibers that would easily catch fire.

Also keep in mind the Hardness rules. Wood has Hardness 5, and 10 hit points per inch of thickness. That's Hardness 5, and 600 hit points for a 5-foot section of a column. And fire damage is halved before applying Hardness, so any fire used to light them would have to deal at least 12 points of damage to have any chance of actually damaging the column for even a single hit point of damage. As a quick spit-ball, I would say you need to deal consistent, round-to-round damage, dealing at least 10% of the total hit points (so, 60 hit points) before the column would actually catch fire and continue to burn on its own.

Of course, accelerant would make it easier to accomplish the above; I didn't catch exactly what your PC's did, and if they got the columns lit.

I feel your pain on the prospect of your PC's inflicting massive structural damage/changes on a set-piece encounter location like Scarwall. I once had a druid use Transmute Rock to Mud (I think that was it, anyway) on a central portion of Castle Ravenloft... That is, until I looked into the rules of the spell, and learned it could not be used on worked stone. It's important to know the limitations of the PC's methods before adjudicating what occurs.

++++++++++++++++++++++++++++++++++++++++++++++++++++++

On to matters of my own. I'm just beginning my first read-through of Skeletons of Scarwall, and I've noted a few things that I've got questions about. For reference, I am running the original module in D&D 3.5, with a six-player party. I've noted NobodysHome's recommendation to run the original, less-populated module, to keep the creepy factor, and prevent it from turning into a slog. I largely plan to do this, but do want to cherry pick one or two encounters/monsters from the Anniversary Edition to place into the castle when I run it.

Primary among the new encounters I want to import is the Graveknight, Knurlott. However, just having him hang out in his quarters seems... dull. Anyone have a suggestion on a better spot to place him in the mostly-empty original incarnation of Scarwall?

I've seen reference by posters in this thread about various monsters not being able to use their teleport SLA's, but I was under the impression that the dimensional anchor effect of the Unhallow laying over the castle only affected non-residents of the castle.
SoS p. 19 wrote:

Unhallow: The entirety of Castle Scarwall lies within a permanent unhallow effect. All of the castle’s inhabitants gain protection from good. Turn undead checks are made at a –4 penalty, and rebuke undead attempts gain a +4 profane bonus. This effect also creates a dimensional anchor effect for all non-inhabitants of the castle. This unhallow effect functions at CL 20th, and if dispelled, automatically returns after 1d4 rounds of being suppressed.

As such, shouldn't Nihil, as well as the Barbed Devils and Bone Devils be able to use their Greater Teleport SLA's? (I haven't gotten that far through the module yet, but noted it being mentioned here in this thread.) Is there something I'm missing?

In the original, Sergeant Lashton's steed is just a skeleton Nightmare, and as such has no intelligence or special abilities from before its death and reanimation. I note in the Anniversary Edition that the mount is instead a Skeletal Champion Nightmare (which does retain intelligence and abilities), but it is noted as being unable to use its Plane Shift ability. Why is this? Wouldn't it and Lashton be considered residents of the castle?

Along that line of thinking, I'm planning to add the Dread Skeleton template (Advanced Bestiary; already used for the Dread Skeleton Minotaurs) to a Nightmare to make the mount. This would allow it to retain some intelligence, as well as the 3.5 versions of the Nightmare's planar travel abilities (Supernatural astral projection & etherealness). Obviously the entrapping curse would keep Lashton and his steed from astrally projecting, but is there any good reason that I'm missing for not allowing them to travel ethereally? They would still be "in" the castle, and could not leave its grounds, and there are ghosts in the castle (Pegg & Loute) who are there ethereally. If one argued that Lashton and the Nightmare couldn't go ethereal, would you also rule that Pegg & Loute must remain manifested, and could not stop manifesting onto the Material Plane?

This last question I think I figured out earlier tonight, but I'm going to pose it anyway, just in case I'm still not understanding things correctly...

How is Mithrodar chaining some of the creatures like Zev Ravenka (the demi-lich)? Mithrodar is anchored to one spot (presumably the middle of area 18), and automatically returns there after each of his turns. He also only has a fly speed of 60 feet. There is more than 60 feet between area 18 and the chapel (area 39). He would not have ever been able to move the distance from where he is anchored, to see the demi-lich in the chapel, and still have an action left to activate his Chain Spirit supernatural ability.

Okay, and the answer that I think I worked out... Mithrodar's Chain Spirit supernatural ability doesn't require line-of-sight, and he can use it on any evil corporeal creature he can sense with his Spiritsense ability. Meaning he can target any undead within 500 feet, regardless of any intervening walls, or any non-undead within 100 feet (but intervening walls block this sense, since it acts as Blindsight, which "must have line of effect to a creature or object to discern that creature or object").

... But now that I'm typing out the above, I realize that this answer still doesn't work, because all the stone of the castle (1-foot-thick inner walls) would block Mithrodar's Spiritsense (as one foot of stone blocks it, as per detect undead). So, how did he possibly anchor Zev Ravenka?

Thanks for the response. I had forgotten the half damage to objects. Makes the decision much easier. They were trying to lit the pillars with torches so they would never have been able to make that work. The throne they burnt with a flaming sphere. That would be the closet thing they used as an accelerate. I also found some interesting rules while doing my search for answers (https://www.d20pfsrd.com/gamemastering/environment/environmental-rules/#He at From The Twice-Damned Prince PAP 30).

I definitely let the inhabitants of Scarwall use their teleport ability.

Never really put much thought into the how's of the current anchors. I don't think my players will either. They haven't connected the anchors to Mithrodar. They have only killed one so far, and I had the water elemental in F1 anchored as a replacement.

My thoughts on this. If you use the rules strictly as written he would never be able to replace an anchor which makes the ability useless. I am sure it was not intended that way.

Grand Lodge

Not sure how I should handle this.

The party went and found the Mithrodar before they had killed any of the anchors. They took him down after a brutal fight (almost killing one of them) and then proceeded to heal and the such. By the time they were done, the Mithrodar had reformed and the fight was on again. This time they pretty much owned it and killed him quite quickly. They decided that burning his big wooden chair and the pillars (thus collapsing the ceiling) was how to end him. They set the chair on fire and were attempting to lite the pillars on fire when Mithrodar reformed again (and in a Steve Rogers fashion said, "I can do this all day"). They decided to run this time.

Now my quandary is, will the castle and the Mithrodar defend/prevent the pillars from burning, or does it burn? If the pillars do burn, it does stands to reason that the floor and tower (D5, D13, D14, D17, D18) above will collapse into area C14.

The implications of all this is hard to imagine. The treasure hoard ends up in C14, Do the critters move to another location. Can you imagine the Mithrodar, Nihil, and her followers all ending up in C14? That would be an epic fight and likely a TPK.

I am leaning towards the pillars resisting burning. But I definitely can see the chained spirit having some of the wandering encounter critters attack the escaping party.

Grand Lodge

I could see this character being a little problematic for a GM. Fun idea though.

Grand Lodge

Thanks for the input James.

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