God, I haven't been on these forums in what feels like years. Just want to thank anyone that's still getting use out of these conversions, mods, and reviews. I loved running Carrion Crown, even as the players abilities overpowered the horror aspect of the campaign. Currently I am doing the following:
-About to run the finale of Rise of the Runelords for a different group, a campaign that's been going for four years. I think it's gonna go.. badly. The players need to roll really good (17+) to save against most of Karzoug's spells. I'm gonna give them as much in game advice as possible without neutering Karzoug. This is three of the player's first D+D experience.
-Playing Reign of Winter, but over the course of the year, we've played six times. Scheduling conflicts are the real party killers. However, we are playing tomorrow, and as I remember, they are legacy characters from Kingmaker (the sons and daughters of our PCs in hat AP)
-Upon competing Runelords, will be running either Crimson Throne or Shattered Star. Still weighing support for both APs.
To match with a previously defeated NPC in the previous adventure, I turned the Worm that Walks into a cleric of equal level composed of flies to fit with the Urgathoan theme. Source severance and the WtW abilities made for a few dicey moments.
The cultists themselves are not going to pose a credible threat as written; they were one of the few monsters in the module I had a problem with as written. I turned them into Arcanists, but if you run them as is, I recommend Mass Bull's Strength, Bless, and Magic Fang for starters, and perhaps a Communal Resist Energy. With the cenobites, I had them concentrate on buffing themselves (Bull's Strength, Bless, Prayer, Keen Edge, Divine Favor) to make their scythes more of a deadly threat, especially if they critically hit.
Magic Jar doesn't require line of effect to work, so yeah, he can be some distance away (even on the next level if you wanted to be nasty), behind a locked door, and surrounded by minions. Basically, every round (and this can be augmented with effects from the Tyrant's Whispers.. Limited Wish to lower someone's save for a turn?) Lucimar tries to possess one PC. If they fail the will save, he takes control of them, doing what he wants (even commiting suicide and moving onto the next PC) until they can get to his body or he ends the spell. It is an extremely deadly spell.
Very excited to see this coming out, especially since I helped work on it! Seriously though, having read the module, it has a feeling of Seven Swords of Sin but it's actually fair and really fun. My parts took inspiration from home brew campaigns and Age of Worms, but there's some elemental evil sprinkled in as well. Anyone looking for a solid delve experience should check this out!
Name Numerick
Race/Class Human Oracle (Battle) 7
Adventure Hook Mountain Massacre
Catalyst Crowfood going off script/Scythe Trap/Party Split
Details The party (after a lot of goading to get them to follow Kibb) arrived at the Graul farmstead and proceeded immediately towards the barn. Crowfood decided to hide in the cornfield as they approached and waited for the heroes to engage the boys inside. He then proceeded to use spring attack to jump in and out of the rows, bloodying several party memebers before being taken down to about 1/4 of his HP and fleeing back to the farmhouse. While he entered through the side entrance and hid inside, the heroes cleaned up the remaining ogre-kin and healed themselves. Then, for some reason, Numerick decides to go through the side entrance while everyone else goes through the porch entrance. While they deal with the numerous traps that riddle that way in, Numerick quickly makes his way through the kitchen and goes to open the door to the dining room. When he goes to open the door, he gets hit with the scythe trap and then finds Crowfood hiding directly behind the door. Using that awesome rogue talent Surprise Attack, he gets a full attack on Numerick, dropping him with two sneak-attack empowered swings. Everyone in the other room hears this happen, but by the time they enter the dining room and kitchen, they find only blood streaks from where Numerick's body had been dragged into the basement...
Name Toki Jorgensen
Race/Class Human Barbarian (Unchained) 7
Adventure Hook Mountain Massacre
Catalyst Failing to intimidate Mammy Graul
Details Not willing to potentially back themselves into a corner with little of the farmhouse explored, the heroes decide to clear the first floor before going into the attic or basement (where their companion had been dragged), running straight into Mammy Graul's room. Her zombies blocked the way as she lobbed spell after spell at them. Most of the party was severely injured by the time they closed upon her, with Toki taking the lead into the room. She proved really hard to hurt with Resist Energy and Shield blocking most magical attacks directed at her while Stoneskin absorbed physical damage. Thinking her not physically capable, a very injured Toki decided for some reason that rather than striking a finishing blow upon her decided to try and intimidate her into submission. I think the player's intention was to get her to command her boys inside the house to surrender to the group, but Mammy wasn't having it. She let loose a lightning bolt which finished off Toki before she dimension doored away, into the back of the barn..
Name Mammy Graul
Race/Class OgreKin Necromancer 8
Adventure Hook Mountain Massacre
Catalyst Biggun' the Spider
Details Unaware of the deaths of her boys in the barn, Mammy Graul dimension doored into the barn for help in dealing with the 'heroes' who had invaded her home. Finding her boys dead, she hid in the back of the barn on the catwalk, thinking it a safe place to heal. When the heroes (looking for a defensible place to rest) came barging in, Mammy proceeded to try and use what spells she had left to drive them out. Unfortunately, by this point, her Fly spell had expired and she found herself perched on the area above Biggun's web. Seeing the opportunity, the alchemist of the group used Grease on her area, which caused her to slip and fall... right into Biggun's web. Acting on pure predatory instinct, the massive spider immediately turned from the gnome it was attacking to the thing in its web. Biggun couldn't miss, and despite cries of "Biggun! No!!", the spider had its meal, only to be swiftly killed off by the heroes.
They've done 4+ fights of Maul vs. Kenobi throughout the various Clone Wars episodes. They've done the acrobatic, drawn-out battles. They've done anything I could think of that would have been the alternative to the duel that just happened. That duel was perfect; it was a direct callback to the Kirosawa films that Star Wars is based on. Its a more personal duel because the two of them fight out in their minds before their blades even clash. Watch the fifteen seconds or so before they close as they posture and try to guess the other person's moves. In the end, its a perfect resolution because every move means something- the stances, the sword swings, the expressions. It might just be three moves, but they all are purposeful moves. In the end, you have a swift resolution because that's what the narrative demands; Obi Wan ends the fight quickly because he has to. He doesn't do it with flourish or acrobatics, he's an old man with a purpose who isn't going to take any chances with jeopardizing Luke's future.
The party opened the chapel doors, unleashing the flying, baying menaces from within. Half the party got split up by their fearful howling, nearly triggering two additional encounters with the tentamort and Bruzathamus. Meanwhile, the bear bravely held the chokepoint, but the yeth hounds couldn't miss, rolled nearly max damage on their bites, and even tripped the very-hard-to-trip bear, finishing him off as he rose back up from attacks of opportunity.
I had to pull a couple punches with this one; the goblin ghasts managed to paralyze four out of five PCs, including the animal companion. We had a very interesting discussion about whether or not the monsters or their victims knew how long their paralysis lasted for(in rounds)and how this knowledge would affect monster tactics (there's nothing written supporting either view). In the PCs favor, the ghasts decided to focus on the bear, being on especially strict orders not to harm Foxglove's obsession. The paralyzed bear's throat was torn, fortunately buying time for another PC to un-paralyze and form a protective unit on those still frozen. A dicey fight to be sure.
Xanesha confounded the party with her various illusions, wasting some of their resources and buying her time to put herself as close as possible to the perceived spellcasters. She finally revealed herself, making good on her vital strike, sneak attack, and high defenses to injure the druid. She utilized the medusa mask to turn the gnome sorcerer to stone (He lived, but she did this to him right next to the edge of the tower and would have killed him next if not for some really lucky hits by the parry) Marrek and his animal companion Bherstein III moved to flank Xanesha and shifted into Huge Bear form in a display of power. Seeing the biggest threat before her (that included a raging, enlarged barbarian), she focused the Impaler of Thorns on the huge druid and struck him easily, critically hitting him on the second hit, dropping him to the negatives. The Alchemist was able to bring him back to consciousness with healing, giving him a turn of actions. Marrek healed himself with a cure spell, rolling a little below average, then attempted to stand up. When he did, she took her attack of opportunity and critically hit, doing more than enough damage to impale him through the heart. He was avenged by Bherstein III, who got the finishing blow on Xanesha.
Just posted on the product page. Kalindlara, I used a lot of your suggestions for haunts created after the death of living enemies to help diversify the number of effects the party encountered (they made three forays into Renchurch). Thanks for feedback!
After about four years of playing this adventure path (we alternate with Kingmaker, which we are in Book 6 of also), we have completed Brandon Hodge's excellent module Shadows of Gallowspire and the Carrion Crown adventure path. Since I have reviewed each module individually thus far, I will do the same with this one then move onto my overall thoughts about the adventure path and how it stacks against the others I have played in or ran (Age of Worms, Savage Tide, Rise of the Runelords, Legacy of Fire, Council of Thieves, Kingmaker). It should be noted that my PCs had two Mythic Tiers at the beginning of the module but lost them right before Adorak, affecting how I built some of the encounters, haunts, and other things that I added or changed. Nonetheless, the stuff that I critique mechanically or thematically has little bearing overall on power level affected by these tiers; my biggest problem with the module in terms of power level was the presence of normal spells from the Core RuleBook.
WHAT WAS LIKED
Renchurch as a locale:
We all loved everything about Renchurch, from the history, to most of its denizens, to its various mechanical effects in the game. The numerous haunts were cool, especially for the level they are encountered; they still felt like a credible enough threat that the PCs had to treat the place with the same respect as they would any other haunted place. I absolutely loved the fact that any living creature that dies there becomes a haunt of itself; this let me get extremely creative with reflecting the manner in which my PCs killed some of the enemies. Also, getting one's soul trapped within the walls beyond the prospect of raising kept a imminent threat that kept the PCs on their toes. However, the best thing of all was the Tyrant's Whispers haunt, the ability for the DM every ten rounds to go completely creative with whatever spell or effect adds to the horror of the place. While admittedly I used the haunt to try and dispel my group's buffs numerous times, there were lot of other effects that I utilized as well that added to the ambiance of the place.
Good bad guy roster:
There's a fair amount of interesting enemies the PCs face, and for the most part, they all make sense contextually. We really loved Nathalazar, Lucimar, Marrowgarth, and some of the other named enemies; they all had cool backstory and made for some interesting fights. While there's inherent problems with Adivion due to the nature of the path and its lack of written buildup, even he can be fixed with enough foreshadowing and creative DMing. Overall, most of the written-up enemies were worth their word count. While I had problems with some of the inserted enemies due to spell interactions, this occurred less than half of the time and there weren't too many fights that felt like a waste of game time.
Some addressing of high level play:
Another thing that really worked well was the addressing of some of the tricks of high level play that PCs use. PCs cannot necessarily wind walk directly to their destinations nor can they teleport due to the nature of Virlych. The soul trapping ability of Renchurch stops attempts at raising the dead and escaping the area is a tricky proposition with the presence of the Witchgates. These are all really good ways to keep the standard tactics that high level characters employ in check.. mostly. There are a few spells that I wish had been addressed with equal measure (see below)
Flavor country:
Overall, the description of every location in Virlych including the country itself was rich, full of flavor and background. Mr. Hodge did a great job of instilling a sense of ancient dread lurking beneath the surface at all times. The descriptiveness of Adorak will be well remembered.
WHAT WAS DISLIKED
Freedom of Movement/Death Ward/Pro Evil/ Disrupting Weapon ruining the fun:
I must admit that this was due to one of the PCs being an Oracle and able to constantly spam such spells, but buying wands would achieve the same effect for most parties; the constant spamming of these spells made for some really boring fights. Other than Disrupting Weapon, all these spells have a decent duration (at 1/minute per CL, and PCs being 13-15, a minimum of 13 minutes) that can be stretched through an entire run-through of a dungeon. Each of these spells and their interactions with certain monsters are just offensive in terms of what they do to the story narrative, especially in a horror themed game. Let's examine each of them and why they're so bad.
-Death Ward: This one absolutely drives me bonkers, to the point that I changed a feature of Renchurch to at least make the final fights more memorable. Its either blanket immunity to certain monsters, or you gamble with dying from negative energy, ability damage, or other bad effects. It totally shuts down Shadows, completely hampers anyone channeling negative energy (Cenobites, Nightshades, Grey Friar) and hinders anything that utilizes that energy as an attack (Banshee, Devourers, Vampires, Marrowgarth and a host of other undead). Some of these fights might as well not be ran if the monsters don't have a way to remove the protection, and for those that can, it turns into a game of whether or not the monster can waste an action to dispel the protection or use one of its awesome abilities instead. I think there were at least 3 fights where instead of doing something cool, (especially when cinematicly appropriate), the monster was forced to dispel a PC, often to simply have the spell recast the next turn. Doing this is a death sentence for any singular foes the PCs might face.
-Freedom of Movement: While Death Ward can be maintained throughout a dungeon to some extent (healing and other activities can eat up some duration time on min/level spells), Freedom of Movement at high level is one of those spells that's always on every PC; I mean, you'd be stupid to not have this spell up at all times of adventuring since what it stops from happening is ridiculously powerful. I can't think of anything in the 5th-7th level range that even comes close to what this spell does. In a lot of ways, Freedom of Movement is ten times worse in terms of what it shuts down, turning a lot of interesting and awesome creatures into simple melee monsters incapable of achieving what they are thematically designed to do, especially in the context of horror. In terms of this module, it severely hampers, if not shutting down outright the following encounters: all mummies, mohrgs, ghouls, liches, leng spider, the omox, some of the haunts, revenants, quickwoods, the Adorak sinkholes.
Protection from Evil: While the amount of things it stops pales compared to Death Ward, it still is powerful enough (especially for a 1st-level spell) that I can't think of a reason somebody wouldn't have this on them at all times. Stopping possession and domination outright without even a check to remove said protection is pretty darned good. While we're mainly talking about the vampire and the ghosts, anything that gives blanket immunity to any effect really bugs me.
Disrupting Weapon: For not having a lot of save-or-die effects in the game system itself, this one sure wrecks that rule, even if it is against one type of creature that most PCs will never play as. Think about how powerful this is if it worked the other way; every time someone gets scratched with said weapon, they could just turn to ash. Such a spell (if it worked on the living) would be outlawed in every good-aligned community in the world. There is no other version of this spell that effects other creature types ,so why do undead get all the hate? In my opinion, this helped speed up some fights, but definitely took the threat level out of others. I think I rolled Adivion's saves in secret because having him die to the first hit from a weapon seemed super-anticlimatic. Keep in mind I'm not talking about Raven's Head but the actual spell, with the adjusted DC of our group's oracle (DC 24).
High level Bog-Down:
While not always true, high level play is just slower. More numbers, more player options, more possible actions, and more spells added together means a lot more game time per encounter. With this in mind, a DM needs to assess each and every encounter and decide "Is this worth the limited game time we have to run, and if not, should it be substituted or skipped? Does it add to the story, does it deplete resources, and does it have any actual threat level to the party?" This is absolutely true of high level play, which is why that while I hated what disrupting weapon did sometimes, it was good for speeding up boring fights. I broke down the encounters below that worked well for us and those that didn't.
Repeated Save or Die: I guess this balances out disrupting weapon, but there sure are a lot of haunts that just try and flat-out kill you, I think at least 3. I get that Renchurch and Adorak are dangerous places, but I thought that haunts rarely duplicate save-or-die effects. While PCs should have at least a scroll of Resurrection at this point, dying to a haunt and then having one's soul trapped beyond raising seems likely a really disruptive way to end a group's foray into Renchurch, especially since you can't teleport away to acquire such a scroll if you don't have it. I wish those specific haunts had done something cooler than outright kill with an effect. If you're gonna kill someone with a haunt, it should be done with as much horrible flourish as possible (Skinsaw Murders) to give their death greater impact. As it is, it just feels like random death (Roll a save! Fail? You're Dead!).
End guy
As I said above, at high level your job as a DM is encounter assessment; as I looked over Adivion's stats and compared him to my PCs' stats, I saw a fight that would last less time than some the random fights on the way to Adorak, even with the presence of Nightwings. Narratively, I wanted something more than what was provided, especially for the end fight of the campaign. Had their not been a plethora of printed material on these forums with alternate versions of Adivion, I would have devised something myself. The final fight went really well, with pretty much every spell, ability, and harrow card used to deal with Adivion and his two forms (forsaken lich, then ghost empowered by Tyrant). To make it memorable I recommend the following:
-Involve AA as much as possible in the campaign before this module so he has impact and meaning as a final enemy.
-Utilize extra monlogue as the players ascend the tower, such as what Zhangar did here.
-Work in whatever stats will provide the most climatic fight for your party. I used a version of him from the boards here that I reworked slightly to suit my group.
-GOOD ENCOUNTERS-
Linnorn: Hagmouth is a good opener to the module; he's a unqiue menace with an awesome backstory. He's also slightly unexpected, meaning he has a chance to make use of his breath weapon and formidable attack array before the heroes can buff themselves beyond the reach of such threats. Its also worth noting that his death curse can have dire repercussions on anyone going into the coming fights, especially the Witchfires at the next gate.
Banshee: This one's interesting for a few reasons. Its entirely possible that the PCs don't know that they're about to appear at Renchurch if they're teleporting (its not like there's a map showing how the Witchgates connect), meaning there's a good chance that the PCs won't have Death Ward up when the Banshee attacks. In my opinion, the banshee is a poorly designed monster (high level creature stopped by a single low-level spell commonly used with no way to remove said spell), so this setup at least gives her a chance to be effective, and death ward doesn't stop the wail, just gives a bonus against it.
Svoak and the Trees: At high level play, these are the fights that seem to work the best; a trio of opponents at a CR a few levels lower than the PCs, all with inter-meshing abilities that work together well, making the fight like a puzzle that the players have to dissect. While the DCs on the trees abilities weren't super high (and FoM again nerfed some abilities), the combination of ranged abilities with a beefy melee monster made for a good fight. It should be noted that I gave Svoac the divine guardian template and one fighter level so he could use the favored weapon of the goddess that the site he's protecting is dedicated to.
Revenants: Yeah, between their Reason to Hate, Advanced, and Shrine blessed gifts, these guys stats pile up into a very credible threat against their higher level murderers. Coupling near guaranteed attacks with the flavor of showcasing the bloody history of the PCs (I kept track as best I could of which PC had killed which Revenant) made for a really memorable fight.
Totenmaske: Its the monster's abilities that can sometimes make a fight really interesting or really boring. In this case, I used the undead creatures' fleshdrinking ability to have all sorts of decoys and confusion during the various battles, from having a fake Lucimar to a trio of attacking Kendras. It made for some interesting fights, especially when they joined an already occurring one.
Lucimar: Perfect design on this guy as far as a hit and run opponent. I think my group of PCs encountered him four times over the course of the dungeon before he was finally cornered in the room with the Urgathoan fly. Of course, I couldn't help myself and decided to tweak him into an Arcanist to give him more hit and run options, but I think the stats presented would have done just fine, provided my group wasn't Mythic.
Nathalazar: Cool flavor, good abilities, and great support to block for him. Overall, the contents of the room and the powers of the monsters made for a really good fight, especially with consideration to the unusual nature of the opponents. When opponents have multiple options for dealing with the PCs, it makes for a good battle everytime.
Urgathoan Fly: Unlike the Stone Golems (see below) this one really shines for some reason. Maybe its the flavor, the illustration, or the dual purpose as a brazen bull that makes the fly so creepily awesome. This thing got to do a lot of damage, especially when coupled with the Cenobites and the spellcasting threat they possess. A solid fight.
Marrogarth: I must admit that even though this fight lasted five rounds, it was awesome. Marrowgarth was able to use the sinkhole smash, his breath weapon, and his devastating full attack routine to put my PCS on the ropes. HPs swung back and forth, Heal was cast three times, and he even retreated to his lair to recharge his soul energy, only to be chased down and finished off.
Nightshades: Everytime one of these guys hit the table, it was a fight worth remembering. Unlike some of their undead equivalent CR, the Nightshades all possess devastating attacks, powerful summons, and the ability to dispel magic. Every nightshade is worth its salt in terms of actual challenge rating and what it brings to the table. I wish there were more...
Knights of Ozem: A solid role-playing encounter for my group, especially with a vampire PC that had to convince the paladins he wasn't dominating the other party members. There were a few tense moments here, especially when the voice of the possessing demon chimed in on the matter. I ended up swapping the daemon for a seraptis demon since my PCs possessed Mythic tiers still and I needed to up the threat level.
Lake mummies: So paralysis and mummy rot just weren't going to happen to my group (high saves and Freedom of Movement), but man, these guys hit like tanks. Since I ran the banshee fight as a continuous assault all the way up to the doors of the cathedral (incorporating the mummies, the barbed devil's substitute, and Svoac and the trees), these guys were able to pile on some damage before they could be dealt with. Their advanced statistics insure they are capable of that. I imagine that a group without Freedom of Movement might have a problem against their paralysis, but I don't know of anyone who would do that. I mean, that spell is really that good.
Witchfires: The key here is to use absolutely every ability they have, as detailed in their tactics section and then some. I had a number of charmed giants and zombie giants under their control, using veil to disguise them and the weird weather to further assault the PCs. The witchfires got pretty close to taking down one PC before they were wiped out by Disrupting Weapon. Still, a fun, flavorful fight.
Cenobites: Solid, they possess variety of spells and abilities to provide a credible threat to my players. My favorite trick was to try and take control of the PC vampire with their channeling, which one actually succeeded at before getting dusted by disrupting weapon. With a few save-or-sucks, the ability to dispel and capability of going into melee combined with the numerous immunities conferred by their templates made them worth running, despite the fact that I figured they would be speed bumps.
-ENCOUNTERS THAT WERE BORING OR FELT LIKE FILLER-
Bodaks: Death Ward turned them into melee monsters barely worth remembering.
Shadows: I mean, can they sense that the whole party has death ward and that they should just hide?? Or do they pop out, try touching the PCs, then get wiped? A prime example of a spell robbing a monster of its agency. Yet if you fight them without said spell, its a TPK waiting to happen. I love and hate shadows.
Stone Golems: Unfortunately, some of the old tricks my players are familiar with (grease, create pit) work just as well on these golems as they do on their lower -level counterparts. I ran with it because I figured it would eat up resources. It didn't; it simply ate up game time. In hindsight, I think making one of their slams x4 and slashing to reflect their scythes would make the fight a little more interesting.
Invisible Stalkers and Mummies: I get the flavor of this room, but the threat just isn't there. Between StoneSkin and Freedom of Movement, these guys could do absolutely nothing to my party. It got interesting for a moment when a Tyrant's Whispers dispelled a couple of those buffs, but the threat of the monster's DCs and attack bonuses versus the statistics of my party made it into a game of fishing for 20s or hoping the PCs roll a 1.
Ghost Teachers: This encounter needs something else to it. As it is, it just feels like you're fighting a pair of wizards who happen to be incorporeal; the two of them have very few effects that make them memorable as ghosts. Possession is pretty standard fair at this point (as is Protection from Evil); I would have liked to have seen more unique effects from them like imparting dread knowledge, attacking with spectral barrages of scrolls, or trapping PCs in desks. As it is, the two of them at best can hope to focus on a single PC with their spells and hope they get unlucky.
Gallowdead: I LOVE the flavor of these guys, but really wish they could do more. The chains of the dead ability shouldn't require a standard action for a CR 13+ creature, especially with its limited range, its reliance on negative energy (Death Ward), and its inferior damage output for its challenge rating (compared to its melee routine). I feel like these guys are a pale imitation of the Swords of Kyuss; I really wanted an awesomely unique undead specific to Adorak and Gallowspire, and while they deliver in some ways, they weren't exactly what I wanted when they actually performed. One or even two of these guys do not have the action economy to stand up to a group of 13th level PCs dedicated to killing undead.
Worm that Walks: Even swapping her stats up a bit (to reflect a previously defeated opponent), this fight was a bit of a letdown; I wanted it to be more but at the end of the day, the worm that walks is only as good as its spells. I utilized some of her damage dealing spells then went anti-magic field on the party, but even an anti-magicked fighter can get some serious damage beyond her damage reduction with two handed power attacking, forcing her to drop it in favor of healing. A singular opponent against a group of PCs is never going to do well, and this was most certainly the case.
FIGHTS THAT I CHANGED OR ALTERED AND WHY
There were a few encounters I swapped out to either fit either the flavor of my campaign or its power level. Some of those stat blocks (including mythic stat-blocks for Hagmouth and The Grey Friar) can be found here.
Barbed Devil: (Shining Child) The occupants of Renchurch know that the PCs are coming and they also have the power to at least cast Greater Planar Binding (Qlippoth). Since one of my PCs is a vampire, I thought it'd be fun to have something that could actually kill him and so replaced the Barbed Devil with a Shining Child. While the vampire had nearly been misted a couple of times, nothing really provided his character with a tangible threat up to this point. This gave the vampire pause and also informed my characters that their enemies probably knew their capabilities quite well at this point.
Ghouls/ Cultists: (Stat change) For the corpulent ghouls, I changed their rogue levels for brawler levels, giving them a bit more flexibility when dealing with my PCs and whatever buffs they may or may not possess. The monk cultists became arcanists for a better way to harry my group of PCs (increase raw damage and the capability of dispelling).
Mohrgs: (Location swap/Festering Spirit) In the Mohrg's location, I placed more cultists, then replaced another area that had cultists with Glutton Spectres (variant Festering Spirits), omitting the Mohrgs entirely. Mohrgs supposably can't control their murderous urges so I found their placement with other living allies strange. Furthermore, they are stopped handily by a readily available buff (Freedom of Movement), so I knew that a fight against them would just eat up time rather than hit points, let alone create any threat or tension.
Vampire: (Mythic Glabrezu) Again, her placement and is a bit odd; I imagine she's meant to be used as a hit and run assailant with her spells, but most of those would prove ineffective against my PCs. Instead, I had the encounter be a diplomatic one, one with a Mythic Glabrezu from Wrath of the Righteous visiting Renchurch to observe the potentially momentous events occurring. This is sort of a mirror of something that happens in that AP, where an undead emissary from Ustalav comes to observe the events taking place, not necessarily to fight the PCs. I used her as a way to drop information the PCs needed concerning their targets.
Omox and Mihstu: (Hellwasp Swarms)I looked extensively at the statistics for the Mihstu but didn't think they stood much of a chance against my group. Since Urgathoa was quite prominent in her role within Renchurch, I though a monstrous callback to her would be more appropriate. I kept the Omox intact but swapped each Mihstu for a Hellwasp Swarm, changing the makeup from wasps into black flies. Everytime one got released, I had it join with any swarms present, having the mass of flies begin to form into a face. My players inferred that if all the swarms were to join together it would have done something... which made me go "Yeah, it totally would have summoned Urgathoa's herald!" (I hadn't planned on that, but sometimes you can't ignore a really cool idea.)
Mirror of Life Trapping: (affects undead) I altered the power of the mirror slightly to allow it to capture undead as well as living creatures. This let me pull a nasty trick by having a Totenmaske that looked like Kendra inside the mirror, making the PCs more likely to shatter it. Also, I put a Glabrezu inside the mirror for added fun.
Qlippoth: (Advanced, feat swap) I altered to Qlippoth into an advanced version of itself, an Augnagur Qlippoth on the verge of apotheosis into a Thulgaunt. Besides the advanced template, I gave it dimension door 7 times per day and swapped some of its feats for the dimensional assault tree. This made for a fairly memorable fight as the thing warped around the room and was able to use the terrain to its advantage.
Leng Spider: (Nightskitters)I get that the barriers between worlds are supposed to be thin at Gallowspire, etc; Why wouldn't any and all undead within the tower just pounce upon this thing and drain its life energy? As it is, it has no protection against the numerous undead threats within the tower and isn't necessarily aligned in goals with the residents.. its just sort of there. I removed it and added two Nightskitters (Undead Revisited) to fit thematically and up the challenge rating. While this did up the number of Nightshade encounters in Gallowspire to 3, each of those fights was interesting in of itself.
Devourers: (Gallowdead) Not a fan of these guys mechanically. Some monsters got really nerfed when they crossed over to Pathfinder, and the reasons behind that nerfing make sense; but the removal of the 'save-or-die' mechanic from Devourers (and Bodaks to a lesser extent) really took the scare out of them. As it is, Death Ward nullifies too many of their abilities, turning them into sub-par spellcasters with an unimpressive slam attack. I swapped them out for Gallowdead, placing them here rather than inside the tower structure. It made more sense for them to wrestle free from their chains and launch themselves at the PCs outside the tower rather than inside.
The Grey Friar (Mythic)This guys has really solid stats, I just wanted to give him mythic to counter my PCs abilities. Oh, I also had two Forsaken Liches at his side to foreshadow Adivion's fate in the final battle.
Adivion Adrissant I utilized the Wizard/Fighter/ Arcane Duelist build of Magnuskn found here, with a couple variations to account for my party build on the first phase, and a host of completely different ghost abilities for his second phase, ending after the 'conjoined spirits of Adivion and Tar-Baphon' were destroyed. I didn't do a third phase since it took everything my PCs had left to take him down, with a couple of PCs going down during the fight. It took about 12 rounds total, which is good in the high level game of rocket tag.
OTHER CHANGES
Kendra as Tar Baphon's Vessel
As has been written about on the numerous threads within, Kendra makes a better choice as Tar Baphon's vessel, especially if the PCs can tie this thread to other story elements in the previous modules, specifically with regards to any interactions with Adivion Adrissant.
-A Vampire PC-
As per some of the suggestions in the prior module, I allowed our Dhampir PC to become a full vampire at the end of Ashes at Dawn, realizing that his power level would be about a match with the mythic tiers the PCs already possessed. I ended up removing the vampire's mythic tiers to keep him in balance with the others and for story reasons as well (Desna was the source of the PCs mythic power and the vampire could no longer dream). This made for some interesting fights and encounters (specifically the Knights of Ozem and anyone with the Command Undead feat). Furthermore, since most of the PCs usually walked around with Death Ward, his negative energy affinity didn't really make a difference in most fights. Also, the moments after the final fight were really awesome as the spirit of the Tyrant tried to get the vampire to take his power, which said vampire resisted.
-Mythic PCs- (Mindscape)
I introduced mythic during the final fight of module 4, giving the PCs one mythic tier and a second one at the end of module 5. Originally, this was done to allow me more customization with the bad guys to counter the incredible synergy possessed by my party and also to give further backstory concerning the Dhampir PC. While I kept this intact throughout most of the module, I decided that it would turn the final fights into rocket tag, and decided to remove mythic tiers right before Adorak. I did this by having the PCs mythic power used to suppress the dreams of the whispering Tyrant while they were in Adorak, which I had function as a Mindscape, the details of which can be found here . Nonetheless, I had a few mythic enemies to challenge the PCs as detailed above, which made for pretty good fights.
-Scrying and frying with liches- (Phylactery room)
To start the module off with a bang, I had Nathalazar and two other liches (including the one reforming in the phylactery room) scry and fry my group of PCs, having acquired some of the vampire PCs blood through various dealings. I changed the nature of the Phylactery room of Renchurch to empower undead rejuvenation, minimizing the number of days it would take for any undead that can rejuvenate itself if its source of essence (phylactery) was stored within that room. This let me do a couple of things; I had a solid force capable of kidnapping Kendra and I could harry the PCs every day until they could get to Renchurch and deal with them. I called this a side effect of the power of the negative energy well.
-The negative energy well (Renchurch, Age of Worms callback)
Death Ward was getting really annoying, to the point that I saw it completely destroying the mood, theme, and tension of the final fights within Renchurch. I wanted the last fight against the Grey Friar and the rescue of Kendra to be special, so I had the negative energy well within the building's last room be empowered. There is something similar in the final module of
Age of Worms:
, within Lashonna's dungeon where there is also a portal to the negative energy plane
. I had something like that where on the lowest level of Renchurch, undead got Fast Healing 20 and living creatures took double the amount of all listed effects from negative energy including level drain. Death Ward would basically be suppressed as it would reduce the amount of damage to normal but not negate it entirely. This made the final fight against the Grey Friar a lot more tense and memorable since negative energy could actually be used (and channel smite is one of the GF's main things).
-Keyboard room in Renchurch- (It's Good Enough For Me? Yeah, Yeah, Yeah, Yeah..)
I can't help putting callbacks to certain movies when thematically it absolutely fits, and in this case, it's The Goonies. I had the keyboard be one of the few ways to open the path ahead in the room, needing 3 DC 25 Perform checks to unlock the door, with a failure forcing a save against Crushing Despair. Besides this unlocking the door, I then had the keyboard reveal a secret compartment with a second musical sheet. Playing this required 2 DC 35 perform checks, with failure causing the keyboard to produce a Wail of the Banshee effect. This unlocked another secret compartment that contained a number of magical musical sheets (Scrolls for the Bard PC since there wasn't really a lot of treasure for her) as well as the phlactery of the Lich Bard that's originally in the phylactery room. I had the lich able to telepathically bargain for its life with the bard (which worked since it was able to impart knowledge about what was in the complex and weaknesses of some of their enemies) and made for interesting role-playing considering the makeup of the PC (dirgesinger bard) and the backstory of the lich himself. In the end, she kept the phylactery and moved on after the campaign to pursue forbidden music.
FINAL THOUGHTS ON MODULE:
For the word count, the writer does a good job presenting a decent high level romp within a uniquely dangerous environment that contains numerous flavorful enemies. The locations of Renchurch and Gallowspire were well detailed and a blast to run through. My only criticisms are leveled at the obvious, the lack of development of the end character and the difficulties presented by the interactions of certain spells and certain monsters.
FINAL THOUGHTS ON THE CARRION CROWN ADVENTURE PATH:
While individually the modules are strong, there is a lot of work for DMs trying to tie the adventure into one cohesive path that is something more than the monster of the week coupled with a "we go here next because.. bad guys" linear plot-line. There was no one like Vanthus Vanderborn, Lashonna, Queen Ileosa, the Skinsaw Man or any other bad guys that really struck a memorable cord. The enemies, while all well crafted with decent backstories, just sort of show up and then die rather ran having continuity through the campaign. Adventure Paths beyond this one seemed to fix this problem, but I wished that some of the enemies spanned multiple encounters, let alone modules. Even foreshadowing some of them, most of the time the bad guys wouldn't have any history with the PCs and therefore not a lot of context to make the fight as meaningful as it could be. The modules also seem to forget at times that the PCs are aware that they are in an undead heavy adventure path, so the presence of certain spells and abilities can take a lot of excitement out of it. I get that it is all supposed to be balanced for a group of four PCs with little experience, but once you figure out what works, its hard to go back to other tactics, and the spells that are mentioned in the review destroy this and the previous module. Heck, I had problems with Freedom of Movement all the way back in the fourth module, forcing me to add Mythic to at least give the monsters some agency. It is afterall, a horror path, and should be about how horrific the monster is, not how it ineffectually tries to grab you but can't because... magic.
Also, I made a lot of additions to my campaign over the time I ran it. All of my extra material can be found here
Hope this review and everything else there helps anyone else running this AP!
I played the cultists up as dim-witted followers of traditions that they had never bothered to question, making some of them even pleasant to a degree despite the overwhelming need for them to satiate themselves on their demonic religion and sacrifice the un-believers to the drowned one. It created enough of a morally dubious quandary within the game (if a person does something evil out of ignorance, does that make them evil, etc.) that my players decided not to go the route other groups have gone (murder-fest). Its important in my opinion to make the people of Illmarsh as human as possible- that way when the wrongness of what happens to them occurs (color-bleached woman) it makes it all the more grounded in reality and thus horrifying.
So, I am nearing the end-game of Carrion Crown as my group has wiped out Renchurch and rescued its kidnapped prisoner to begin marching on Gallowspire. Having ran the Tyrant's Whispers haunt for nearly 7 sessions (using around 20 different effects from unwilling dimension door-ing to simple dispels), I knew I needed something different to represent the growing power and closeness of Tar-Baphon's mind as they neared Gallowspire. I had been looking heavily at Occult Adventures and was especially fascinated by the concept of a Mindscape as a projection of a powerful individual's dreams, sort of like Silvanesti in DragonLance's Dragons of Winter Twilight. I also wanted a way to get rid of my player's mythic power before they faced the very last part of the campaign.
Reasons:
I gave my players Mythic power at the end of Wake of the Watcher to help me balance the monsters that I had upgraded to combat the increasing number of blanket immunity spells my PCs employ (Death Ward, Freedom of Movement, and Protection from Evil), making the fights more interesting. Unfortunately, the higher level they got, the more the force multiplier of Mythic made each fight into rocket tag for both sides, so I wanted a reason for their Mythic power to be used up. IMC, since it was originally Desna who gave them Mythic power to combat the manifestation of Shubb-Niggurath, I decided it would ultimately be her who would take it back, ultimately to save the PCs from the waking dreams of the Tyrant (one of her profiles is dreams).
Below is the descriptions for an 8-stage dream that reflects some of the thoughts and fears of the Whispering Tyrant, slightly coupled with that of the module's main villain to represent the closeness of their minds. It follows some of the rules for mindscapes:
-Every character gains a pool of MP (manifestation points, or dream points) equal to their HD+ the average of their intelligence, Wisdom, and Charisma scores. These points are used to affect the dream sequence that takes place.
-Every character may spend a number of MP equal either to 1/4 of their HD or their highest spell-level. Typically this will be once a 'round' within the sequence.
-Any of the following can be used to fuel additional MP at a cost of 2 points spent: arcane, grit, ki, panache, and phrenic. Treat this as an additional pool of MP for the player.
-Keep in mind that I do not have any psychic classes in my group with access to spells that can affect such things as dreamscapes, so its possible that PCs that did have access to such spells and abilities might want to play out or alter the visions differently than scripted. Let them, but remember that these dreams are being backed by someone with the ego, power, and spellcraft to annihilate anyone who tries to directly brush his mind.
The players emerge into the dreamscape as they start to close in on Adorak but before they encounter Marrowgarth. With my group, I had it happen right as they entered the outskirts of the city. After the first sequence, the PCs are wholly in the mindscape with the exception of creatures immune to mind-affecting effects (such as the vampire PC in my party). For them, they get to guard their friends' helpless bodies against ever increasing hordes of skeletons that are just drawn up by the presence of the living (Adorak is like that.). This can be drawn out or shortened to increase the dramatic tension, but I basically spaced it out like this for my group (with number of rounds between): 1 skeleton.. (4 rounds), 4 skeletons (2 rounds), 6 skeletons (2 rounds), 12 skeletons (10 rounds after all of the last ones are destroyed), 16 skeletons (1 round). I chose skeletons because of the minor threat of coup-de grace (a fortitude save of 10+2d4+4 averages about 21, which is easy for most 14th-level PCs) coupled with ease of destruction. Obviously I would run no skeletons if the group had no fail-safe while they were in the mindscape; the above is optional to keep any players not in the mindscape engaged. The sequences in order are listed below. The first one starts out with the PC's deaths. Be sure to alert any PCs not in the mindscape of what is happening and have them play along with their on-screen deaths in the first vision.
1)Orc Slaughter:
-Call for Perception checks, as if for surprise against a DC of 35. No matter the result, read the following below:
"The torn landscape somehow seems different. There might be more trees that somehow look newer and healthier, as if untouched by the supernatural ravages that plague this fell country. As you look again, you see plumes of smoke drifting above the treeline, hear the distant shouts of a brutish language (Orc- "Kill them all! etc.") and smell the scent of burning flesh. A confused murmuring behind you alerts you to the presence of a huddle of frightened, unarmed humans that stare agape at the dozens of massive orcs that burst through the treeline ahead of you, staring you down with sadistic malice."
Roll for initiative, assuming the dream has a +15 (if asked explain 'improved init, trait bonus, spell, dex bonus, magic item bonus and move on as quick as possible. since players are going to "die", this might rankle some until they figure out whats going on and numeric reasons might be asked for) The dream orcs are 'buffed' to the gills. There are 16 of them and try to systematically kill off the PCs one of by. The numbers are stacked as such a way (CR 21) that it should be possible. Assume that they are all rangers (12th level) with favored enemy, bloodrager and bardic buffs, spells,etc. to get their damage and attack:(Bow) +31/+31/+26/+21 6d6 +20 (bane+gravity+holy/unholy). The point is to have the numbers seem real enough that the 'where did all of this come from' factor is displaced by the threat of death. Even something clever done to survive (putting up a wall of force, teleporting away, burrowing as a wild-shaped elemental), results in an almost dream-like worst case scenario (wall disintegrated, teleport blocked or followed, stone to mud or move earth, etc.). Once everyone's dead, have them make will saves against a DC of 30, duplicating the spell phantasmal killer. Before announcing that anyone fails, (which some should), inform them that they feel "an inner reserve of willpower-giving strength that you feel can be used to escape the terror before you". Explain their dream pool (MP) and the number they can spend. Each one spent in this case adds +1d6 to their Will saving throw. When this is resolved read to the mindscaped PCs, " As your bodies go numb from the phantom death blows suffered, the villagers behind you are in turn slaughtered. Your attention is finally affixed to a pasty-faced boy with eyes like a faded moon, eyes that peer from beneath a bloodstained cart surrounded by bodies. As he stares out, he suddenly seems to age before you into an adolescent. Even as your bodies lay prone as all this happen, you see your view rise up from them as they being to meld into the landscape and you get a nagging sense of forgetting where they went, like the minor detail of a half-remembered conversation from a dream.." Inform any conscious PCs that their friends have dropped prone and let the skeleton party commence.
2)Classroom:
"The trees begin to grow and close in, as if everything were drawing in on itself. They thicken, becoming wooden supports for the interior of a building that encompasses you as the stumps and rocks warps into desks and chairs, their shadows forming into the adolescent occupants of a classroom. A familiar adolescent sits in one of the desks, drifting in and out of a discussion, even as the class laughs at the teacher's jokes. As glows of adoration settle over the teacher from his progeny, a sudden explosion rocks the area and a mass of wall topples onto the teacher, striking him dead . Rather than the shock and terror radiated by every other child in the room, you see the child... or yourself, its getting harder to tell which is which.. move over to the dead teacher with a mixture of curiosity and excitement. Distantly approaching voices scream over and over, "what are you doing? What Are You Doing? WHAT ARE YOU DOING??" filling your head with an inescapable urge you can't seem to shake, an urge to..."
Have the PCs a make Will Saves against a DC of 31, allowing the use of MP to augment their saves as before. This is against an Insanity effect duplicating waves of morbid ennui; PCs so effected are permanently fatigued, this only can be lifted if a PC sheds blood or sees being shed blood, which lifts the fatigue for 1 round. Additionally, the PCs alignment shifts one step towards evil.
3)Warscape:
"Beyond the blasted walls, a panorama stretches before you, one entirely filled with the clash of blades, the eruption of spells, and the screams at the realization of horrifying atrocity. The warscape before you engulfs the building, a sea of violence foaming and frothing with blood and shadow. Scores of orcs, unliving abominations, and the shades of men clash with hardened phalanxes of knights and formations of archers lead by clerics and magi. As the tide of darkness ebbs and rolls, it almost seems as if some force, a feeling of malignant intelligence is pouring its thoughts and fears into the battle itself, and where it does, the flow of evil swells. You feel the weight of this opposing force for the first time since everything around you changed, a weight so deep it feels like it eclipses all of reality, and as you feel it, it almost seems as if its attention is directed on you, as if keenly aware of your presence..."
Have the PCs make Will saving throws against a DC of 32, with failure resulting in 1d6 Charisma drain, with MP usable to augment their saves at +1d6 per point spent. Then continue,
"...but it quickly redirects itself back to the battle at hand, as if the outcome were more important than you. You feel your minds drawn to the battle as well, as if your thoughts could also influence the outcome."
This represents memories of the battles the Tyrant lead as well as the "what-if-I'd-lost" mental scenario coupled together. The Tyrant is trying to control the dream so that the tide of darkness wins and he has total control of his dream. Mechanically, this works as follows:
The first to reach 100 points in this segment, either the PCs or the mind of the tyrant, "wins". Each turn, the mind of the Tyrant spends 10 points (or 10d6) to affect the dream which can be opposed by the PCs spending up to their maximum allowed amount to add xd6 to their pool. For example two 14th-level PCs with no magical abilities could both spend up to 3 points a turn each to add up to 6d6. Continue tallying the point totals of both groups until one reaches 100. If the PCs succeed, the vision changes with no repercussions. If the Tyrant beats them, the phantom warscape rolls over the PCs, inflicting another 1d6 charisma drain, but still progressing onto the next segment. Any PC taken to 0 charisma by this drain dies, their beings consumed by the waking dream of one of the most powerful minds on the plane.
4)The Sea of Darkness:
"The battle culminates as smoke and shadow envelope you, concealing all, even the clash of steel and the screams of war. As those sounds become more and more muted, a distant rumbling of thunder begins to build and grow louder. As the smoke starts to swirl away, it joins into a massive, roiling cloudscape beneath you. As you gaze downward, you see tumultuous storm that stretches across the horizon in all directions, pierced only by jagged mountaintops. The sunlight above seems utterly absorbed the by the dark clouds beneath, only occasionally broken by the storm's own chaotic churning. As the occasional churn of the clouds breaks open, the revealing sunrays show an undead apocalypse beneath. Where the land is visible, hundreds of spectral and shadowy undead flee from the sun's blazing rays, and while some appear to be annihilated by the radiance, the majority flee to the edge of the break, joining thousands of their brethren along the its perimeter. You feel that same force of will from earlier doing everything it can to keep the storm intact, and every time a break appears, a feeling of intense fear radiates to mirror the desperate flight and subsequent annihilation of the undead beneath. As a radiance from above fills you, you feel as if your very force of will could direct the sun's strength to pierce the clouds..."
The Tyrant was never one content to rest on his laurels, his own thirst for power fueled by the fear of losing that power. This vision represents that very feeling of inability to maintain a balance in victory, that even after a Wraith apocalypse, the very sun would move to snuff out all his plans for even a far-flung fantasy victory. Every round, the Whispering Tyrant must make a DC 27 Will Save (ignoring 1's) against DC 28. PCs may add to this DC by spending MP, up to their max allowed per round to add to the DC by +1. Even if the Tyrant succeeds on a save, he must save again at the same raised DC each turn until he fails. However, each turn that the PCs spend within this nightmare, they take 1 point of Charisma drain as they feel themselves sink towards the churning mass, becoming part of it. Once the tyrant fails, the dream keeps progressing.
5)Gallowspire:
"Even as the massive breaks appear that obliterate the majority of undead host, the landscape beneath rushes up to meet you, the remains of a freshly sacked city smoking in charred rings encircling a singular central tower, a shaft of geometrical hatred. Your view rushes forward until you find yourself standing atop the tower of forsaken architecture, one born of spikes and chains. As you look further down, you see a massive barbed chain descending to one of the many jagged landings beneath, its links fastened to the cruel, spiked crenelations that guard the tower. The spiked chain wraps itself up around you to a throbbing chain in your chest. You suddenly feel unable to move and wracked with pain as the chain affixed to your chest slides forward, pulling you to the edge on its own accord. From behind, words of cruelty resound and echo downward into some sort of mass of a monstrous horde. As a dread proclamation is finally made, you feel yourself pulled forward again a final time before toppling end over end downward, until your descent is suddenly stopped by the barbed chain running through your chest, as it rips you open..."
As this part of the dream ends, PCs must make DC 33 Will saving throws or be affected as if by the spell weird. The resulting ability damage that occurs on a successful save happens when they awaken from the mindscape as resounding memories of phantom pain ache through them.
6)Revolt of the Living:
"As the feeling from your wound drives you to the fading black of oblivion, the landscape beneath you begins to fade and the pain resides to a dull numb. As you slowly descend, you see that beneath is not broken ruins full of monsters but instead a quaint village, with thatched roofs, chimneys blowing cheerful plumes of smoke, well maintained gardens and freshly landscaped yards. Your attention is immediately drawn towards the town's residents moving about, all corporeal undead, from wight smithy to lich mayor. As your vision begins moving through the town, past a mummy gardener and ghoul constable, it settles upon what appears to be a farm at the edge of town. However, inside of its outer pen are not animals but dozens of people of all races, their shoulders slumped in the eternal defeat that is their broken life. As they are bought, sold, and consumed, one of the humans suddenly grabs a scythe and rises up in revolt. His features and attire change and warp as if embodying the form of different heroic warriors, from General Arnissant with his Shield of Aroden to [insert name of fighter type PC in group] to other less recognizable figures. As he fights back the undead farmers, a feeling of desperate fear fills the vision, empowering the flesh farmers as they attempt to reign the human in.."
Representing the feeling that something will always be moving to oppose his plans, the rebellious figure represents many of the foes the tyrant has faced over the years, even now. He pours all of his energy into manifesting forces to destroy this depiction. Assume a normal combat sequence with one heroic personification against the forces of the undead farmers. The hero goes first in the initiative sequence, alternating to the undead and then back again. The hero has the following relevant stats (no feats, weapons, etc..)
Heroic Personification
AC 20 HP 80 Attack +10, Dmg 5
PCs may spend any number of MP each turn up to their maximum allowed to give the heroic personification the following effects.
1 MP: +2 AC (Up to 4 times), or +2 Attack (Up to 4 times), +5 damage (Once per turn)
2 MP: Heal 10 (Once per turn), 1 extra attack (Up to twice per turn)
The fight begins against against one undead manifestation with more joining each round with the following frequency: 2, 3, none, 3, then 3 with a more powerful manifestation. This more powerful manifestation represents the Tyrant's last effort to control the vision, pouring his energy into it. The statistics beneath are divided to show the normal undead and the more powerful manifestation:
Undead Manifestations
AC 20(25) HP 5(15) Attack +10( +15/+15), Dmg 10
If victorious, the vision drifts away from the hero and changes as described below. If the undead succeed, all PCs must make a DC 34 Will save (MP are usable to add to their roll) or be affected by a variant insanity spell duplicating a permanent crushing despair that also induces the shaken condition whenever the character is within sight of any form of undead. The vision then proceeds into the next part
7) Of Blood and Demons:
"The slaughter of the farmyard warps before you, changing the townscape into a horrifying version of itself. The bricks of the buildings are bones , the thatching stretched skin, and a nearby fountain bubbles blood instead of water, mirroring a dull red sky above. A distant fading orb of a half-shrunken sun casts its dwindling light over the demonic landscape complete with warped, eye-ball covered trees and lashing thorn growths topped with blood-drenched red roses. As a group of vampiric figures comes to slack their thirst at the fountain, a huge demonic figure suddenly appears from nowhere in the middle of the town's square. The towering multi-limbed monstrosity, for all its size and ferocity, elicits a feeling of near panic as its eyes glow. There is the beginning of a flash that is consumed like a fizzling bubble as some sort of magic projected by the demon is initiated but fails. As it does, dozens of the vampiric host swarm over the demon like ravenous ants. While a couple are cleaved asunder by the monster's massive claws and reduced to mist, more join to fill in the gaps of the fallen until the creature's struggles begin to slow. As it weakens to the point of near-paralysis, a lord among vampires, at once General Malyas, then changing into Ludvick,then becoming (our vampire PC) a host of other noble-looking vampires strides forward into view, and as he does, the vampiric throng backs away from the near-death demon. They inquire as one of their lord, "Feast or become? Feast or become??" and he hisses back with lethal clarity, "Become." As one the throng tears into the demon, ripping out flesh and essence alike until there is little but a husk that breathes its last. As it does, that breath forms around its body and pulls away its very shadow until its physical form is nothing but a hollow grey shell that disintegrates into the wind. There is a feeling of unavoidable centrification on the darkening shadowy form, as if you can't avoid looking at it as it seems to grow in size and darkness. Everything feels drawn to the form, even the muted light and sound as the black begins to envelope everything... until it draws itself in even further, this time into the shape of a giant, a giant made of pure shadow. Its eyes open and a red that pulses with the light of a dying star shines forth, a light that holds you and pulls you towards it..."
Fascinated by theories on the origin of undeath, Tar Baphon had many hypothesis on the creation of Nightshades and how their birth might be induced under certain conditions. This, if anything, represents what would constitute a happy dream for the Tyrant, his academic interest given bizarre form. PCs who witness this horribly strange vision must make a DC 35 Will Save (MP may be used, and any PC may spend 2 MP to reduce the DC by 1) or be cursed by a bizarre form of blindness that reduces vision to 10 feet away, as if affected by the blind oracle curse with a range of 10 feet. Remove Blindness suppresses this effect for an hour per caster level. This curse also makes the character more susceptible to nightmare spells and effects, imparting a -2 penalty on saving throws as the darkness beyond joins with their sleeping visions occasionally.
8)A Broken World:
"The horrible shadow swirls around you until the umbra encompasses everything. The darkness is slowly pierced by the gradual appearance of dozens of stars, the land around you lit by the faded light of what once may have been the sun, now merely a dwindling candle in a sea of darkness. You stand upon what initially appears to be a jagged cliff, but as you gaze over the edge, you see that that it is instead one side of a rocky, broken island floating among hundreds of others that encircle a dimly glowing, red orb. Beneath you, opposite the sea of orbital debris and planet core lies the other shattered half of the planet, a broken rocky husk completely absorbed in shadow. Your view swirls from floating island to island, where occasional pockets of the meager humans constantly move and hide from roving packs of beings made of shadow. As you gaze upon the hunt between predator and prey, a pack of the creatures streaks into your view, massing straight towards you. As they do, you feel your will drawn towards a flaring comet that streaks through the sky toward you, striking one of the shadows monsters and reducing it to ash."
Knowing fully what his eventual plans might bring about, The Tyrant's mind has imagined many endgame scenarios, including this one. Treating the PCs as invading viruses, the Tyrant has empowered the shadow monsters with the hope that they'll function as perfect antibodies. Fortunately for the PCs, they are given a mental anchor to use in fighting back against these entities. In this case, this anchor is given by Desna in the form of comets. The contests of wills between the PCs and the Tyrant has gained her attention, enough that she has seen certain pathways of destiny that are unfolding within reality, paths that reflect some of the visions within the dreams. Her affiliation with the heavens has allowed her to infiltrate this dream and lend the PCs aid against the mind that would have those visions realized. Inform the PCs that as the shadow horde closes in, they feel the ability to call forth fire from the heavens to stop their attackers. This sequence works as follows:
-There are 12 shadow monsters attacking the PCs. They divide themselves evenly among them. The first round, each PC is attacked by one, draining one MP. Thereafter, each monster drains one MP per PC it is engaging. The monsters go first.
-Each PC may spend up to their maximum limit of MP to try and destroy the creatures. Each creature has 10 hp. PCs may spend 1 MP to do 1d6 damage to a creature, with a roll of 6 adding an additional 1d6 to that damage roll. This appears as comets striking the monsters.
-If the PCs run out of MP completely, allow them to utilize spell slots and other abilities to fuel their MP, having such abilities being used up when the PCs awaken.
Once all foes are destroyed:
"As the sky fills with thousands of bright comets, everything fades to a state of surreal, muted tranquility. A feeling of one-ness permeates you as all of the stars above feel intensely connected to you. Harmony flows through your being, a feeling (you haven't felt since a brief moment during your fight with the manifestation of the Outer God) you've felt few times in the last months, a unifying calmness (of Desna). A voice fills your head as the stars surround you..."
Desna's Words:
"Even now you are trapped, trapped by the wandering nightmares of the most powerful sleeping mind on your world, and yet you must awaken, for those dreams cannot come to be as real as they are desired to be. Yet to waken you, I must waken him, and his power will flair for a brief time. He is trapped, thus has he dreamed for so long, long enough to desire a moment like this. Yet if you do not waken you will dream forever, until your bodies are no more. There is a choice before me.. shall I awaken a slumbering tyrant and allow him a brief chance at freedom even as the best chance of stopping him moves in opposition.. or should I leave you forever shrouded in the greatest dreams you could ever desire, content that no little chance of his stirring will happen?"
(Allow any argument)
"I am pleased to hear that. [Loss of Mythic-]( I must use the power I had bestowed upon you to keep his dreams at bay; his mind will no longer be able to affect you through dreams and nightmares, waking or otherwise. He may yet physically manifest these to try and stop you, but what has been given form can be unmade.) I will continue to watch over you by giving you some control of your own fate. May the grace of the heavens shine upon you..."
(At this point I removed my PC's mythic power, giving them one Harrow point for each unused Mythic point remaining. Other rewards such as Hero Points would be equally suitable).
"A ring of energy formed from starlight begins to pass around you, circling above. It shrinks, then rapidly expands again to reveal the real world within its center. It moves to surround you again, and as it flows downward, its passing changes reality back to where you were before the dreams began. The ring of light completes the transformation of reality and then contracts, its shape becoming an ever-shrinking butterfly that swallows the last vestiges of the dreamscape before finally winking out of existence."
Hope this gives some additional flavor and material for GMs to use for this final leg of the module. It worked really well for my group.
I did a whole write up on this very subject here. It is a bit spoilery, so I'd say get your DM's say-so before looking, but I tried to address every implication such parentage implies.
Putting this one on the growing backlog of cool APs I need to run. Damnit Paizo, I can't possibly have time to run every awesome thing you put out, but this has my interest, especially since Wes is involved.
Not to wax nostalgia, but Age of Worms did it 100% right.
Age of Worms Major Spoilers:
You had a dragon (Ilthane) that was built up from module 3 (Level 6ish), that you didn't encounter until module 6 (Level 11), and whose lair you didn't get to loot until module 8 (Level 11). Even then, you had to fight her brood that guarded her lair, 4 juvenile black dragons. After that it explodes with dragons in module 10 (Level 18), with the red Dracolich Dragotha assembling 33 dragons to attack the cliffside giant lair guarding his phylactery. You get attacked by flights of dragons, not to mention the five named wyrm+ dragons the party has to face. Cinematically, the cliffside city with the bridges, terraces, and vertical fight dynamics have made for some of the greatest D+D combat encounters I have ever ran (I remember playing Flight of the Valkyries when describing the attacks by the flights of dragons). Even beyond this, there's still Dragotha, the WyrmDrake, and of course one of the greatest dragon villains in my opinion, Lashonna. All said, 41 dragons, all of which are fulfilling a significant meaningful role from the perspective of their personality and backstory.
It would be hard to ever top what I consider, despite its undead heavy overtones, one of the best dragon APs ever made. Nonetheless, Paizo has always done an extensively creative job with their APs, so I expect them being able to do a dragon AP that's better even than that, if there was enough interest.
Yeah, I forgot about Desna almost destroying the balance between the Gods by going into the abyss and killing a demon lord and saying, "Screw the Repercussions". (Best mic drop from a Goddess ever?) At any rate, has there ever been anything printed in an AP, module, or any other Paizo source material that gives any example of an undead creature dreaming?
Wrath of the Righteous spoiler:
The redeemd succubus, Arushalae, is an outsider (who don't need to sleep) who fostered a connection with Desna. While it states that outsiders normally don't dream, her path towards redemption took her through a dream, to the pont that where Desna states, "Even demons can dream". I wonder if this can exist to other creatures as well, not just undead but awakened constructs, plants, and other creatures that don't normally sleep.
I am aware that all undead do not require sleep anymore, yet there are corner cases with Vampires resting in their coffins, Liches entering torpor, and other random examples of undead "sleeping until disturbed" Obviously, unintelligent undead would not dream at all, but what about some of the other cases? Do any undead dream even though none of them specifically require sleep? Can an undead creature use the Dream spell? Can it or Nightmare be used on them? I ask because its slightly relevent to our Carrion Crown game:
Details:
The source of my PC's mythic power (two tiers for the sixth module) comes from Desna and her influence in stopping outer horrors and curbing the waking dreams of the Whispering Tyrant. One of the PCs, a Dhampir, has decided to go full vampire for the next module. From a balance standpoint, there's no way I'm going to give him access to both the template and mythic tiers. My justification is that if he becomes a vampire, he cuts himself off from the source of his mythic power, dreaming. While we've agreed that this is acceptable, it did raise the question of whether undead were capable of dreaming at all.
is one of my favorite parts of the entire AP; its like a multi-dimnensional dynamic sandbox fight, with all the pieces in place to control the pacing, tension, and difficulty of the battle. Have fun running it!!
A few things I can think of (well one main thing):
Food Scarcity
With no sun, most plant-life would die off, causing a chain reaction affecting all creatures that participate in Golarion's food chain. I could see the ability to magically produce nourishment being a huge deal, with the price of food for a long period of time being greater than most magical items. I would multiply the cost of rations in any settlement ten times its price, if not more. Characters able to magically produce food might be mobbed with desperate petitioners looking for a bite. I could see cannibalism thriving among races that would normally never even think of practicing it.
Undead Unchained Without the constraints of sunlight, a number of undead creatures that are normally vulnerable it would thrive in an age of darkness. Spectres, Wraiths, Vampires, and even Nightshades would be able to go unchecked throughout the regions. I suspect there would even be the equivalent of towns comprised completely of such creatures. This scarily enough makes the living a dwindling consumable resource that such creatures might even protect if only to ensure their continued food supply.
Light sensitivity A number of races could develop a trait over the years that causes the lack of light to form into sensitivity to it. Humans with darkvison or even other extra-sensory abilities might even evolve in this matter, only to have this trait culled when the sun returns centuries later.
Hope that helps!
Below are slight changes I am making to some of the monsters to account for the two Mythic tiers my PCs possess. I also statted out some of the monsters in the module that have templates so DM's don't have to adjust them on the fly. Enjoy!
A. Witchgate Grove:
I revised this encounter to emphasize the creepy landscape of Virlych beyond the hangman trees, which I feel are just another hungry plant, one that the PCs have fought before in book 3. Instead I substitued the following:
'For ages, the dryad Fheridia protected a grove of great verdance where the trees grew massive and came alive, situated in the shadow of Virlych's haunted mountains. When the Whispering Tyrant's forces conquered the area, the were drawn to the site for the same reason as Fheridia, the powerful ley-lines wove the mystical energies of the area into a tight fabric, one they sought to take for themselves. They overpowerd the dryad, murdering a number of her treant guardians with fire, then held her within her own tree while they warped its form and purpose into one of the first Witchgates. The process drove the dryad insane, transforming her into a broken soul that now guards the Witchgate along with the spirits of her slain companions. Fheridia appears as a comely female with scorched wooden skin carved with runes , her hair a nest of blackened, sickly leaves.'
"This scarred clearing is dominated by a single warped tree, a once great oak that has been twisted back down upon itself to form a massive archway carved with blackened runes. The forms of several withered, lesser trees dot the clearing like skeletal husks."
Fheridia, Broken Guardian CR 10 XP 3,200
Female broken-soul dryad sorcerer 10
CE Medium Fey
Init +8; Senses Perception +20
DEFENSE____________________________________________________________________ ______
AC 33, touch 15, flat 25 (+4 armor, +1 dodge, +4 Dex, +10 natural, +4 shield)
hp152 (16d6+96)
Fort +12, Ref +13, Will +13; +4 vs. poison and sleep
DR 5/ - Resist acid 5, cold 5, electric 5, fire 5, sonic 5;
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee torturous touch +13 touch (2d6 plus 1d6 dex damage and convulsions)
Ranged ranged touch +13 (per spell)
Special Attacks agonized wail (DC 25), baleful gaze (DC 25)
Spell-Like Abilities (CL 6th)
Constant - speak with plants
At will - entangle (DC 18), tree shape, wood shape (1 lb. only)
3/day - charm person (DC 18), deep slumber (DC 20), tree stride
1/day - suggestion (DC 20)
Bloodline Spell-Like Abilities (CL 10th, concentration +7)
10/day - tanglevine (10/day, 15 ft. range; disarm, steal or trip +17)
Sorcerer Spells Known (CL 8th, concentration +7)
5th (4/day) possession (DC 23)
4th (6/day) command plants (DC 21), dimension door, fear[/i] (DC 22)
3rd (8/day) dispel magic, lightning bolt (DC 20), speak with plants, vampiric touch
2nd (8/day) barkskin,command undead (DC 20), create pit (DC 19), mirror image, see invisibility
1st (8/day) charm person (DC 18), entangle (DC 18), mage armor, ray of enfeeblement (DC 19),shield, vanish
0 (at will) detect magic, light, read magic, mage hand Bloodline verdant
STATISTICS_________________________________________________________________ _______
Str 10, Dex20, Con 20, Int 8, Wis 13, Cha 24
Base Atk +8; CMB +8, CMD 24
Feats Ability Focus (torturous touch), Acrobatic Steps, Diehard, Dodge, Endurance, Eschew Materials, Great Fortitude, Nimble Moves, Spell Focus (necromancy), Stealthy, Still Spell, Toughness, Weapon Finesse
Skills Climb +9, Craft (sculpture) +8, Escape Artist +15, Handle Animal +13, Intimidate +15, Knowledge (nature) +8, Perception +20, Stealth +15, Survival +7
Languages Common, Sylvan, speak with plants SQmassmorph,photosynthesis
Combat Gearpotion of cure serious woundsOther Gearring of counterspells (dispel magic), headband of alluring charisma +4,
SPECIAL ABILITIES_________________________________________________________________
Agonized Wail (Su) Standard action, all creatures in 120 ft. range; Will DC 25 or shaken as long as within 120 ft. of Fheridia. Creatures that save are immune for 24 hours; sonic, mind-affecting fear effect.
Baleful Gaze (su) 60 ft. range, Fortitude DC 25 or 1d4 Strength, Constituion, and Charisma drain. Whatever the result of the saving throw, a creature cannot be affected by this ability again for 1 minute.
Torturous Touch (Su) 2d6 slashing damage and 1d6 Dex damage and fall prone and dazed 1d4 rounds. Fortitude DC 27 negates Dex damage, falling prone, and dazed condition.
Grove Spectre CR 10 (3)
XP 3,200
Ghost Treant
NE Huge Undead (Incorporeal)
Init -1; Senses low light vision, darkvision 60 ft.; Perception +20
DEFENSE____________________________________________________________________ ______
AC 10, touch 10, flat 10 ( +3 deflection, -1 Dex, -2 size)
hp90 (12d6+36)
Fort +11, Ref +3, Will +9
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; DR 10/slashing; Immune undead traits
Weaknesses vulnerability to fire
OFFENSE____________________________________________________________________ ______
Speed fly 30 ft. (good)
Melee incorporeal touch +7 (10d6/ 19-20, Fortitude DC 21 half)
Space 15 ft.; Reach 15 ft.
Special Attacks fire hater, trample (10d6, DC 19)
Spell-like Abilities (CL 12th; concentration +15)
3/day- invisibility, pyrotechnics (DC 15),summon swarm
STATISTICS_________________________________________________________________ _______
Str - Dex 8, Con - Int 12. Wis 16, Cha 17
Base Atk +9; CMB +11, CMD 20
Feats Ability Focus (corrupting touch), Alertness, Flyby Attack, Improved Critical (incorporeal touch), Weapon Focus (incorporeal touch)
Skills Intimidate +11, Knowledge (religion) +9, Perception +20, Sense Motive +12, Stealth -1 (+15 in forests)
Languages Common, Sylvan, Treant
SQ animate trees, frightener, treespeech
SPECIAL ABILITIES_________________________________________________________________
Animate Trees (Su) The corrupting influence of Virlych and the treant's spectral nature has altered this ability, granted the trees a hungry mouth full of sharp wooden teeth.. Animated trees have the following statistics: Animated Tree Darkvision 60, Perception +12; AC 21, touch 7, flat 21; hp 114 (12d8+60); Save F +13, R +3, W +9, DR 10/Slashing , vulnerable to fire; Speed 10; 1 Bite attack +17 (2d6+9 and grab), swallow whole (2d6+13 bludgeoning, AC 23, 11 hp), CMD +20 (+24 grapple) CMD 29 (33 vs grapple)
Fire Hater (Su) Against opponents visibly wielding flaming weapons or using any fire spells or effects, the Grove Spectres gains a +4 profane bonus to AC, attack rolls, saving throws, and to the DC of all of its supernatural and spell-like abilities. This bonus extends to any trees animated by its animate trees ability.This bonus lasts as long as the opponents are visible and for 14 minutes after.
Frightener (Su) (Classic Horrors Re-visited 25) The Grove Spectres gain invisibility, pyrotechnics and summon swarm as spell-like abilities usable 3 times per day.
Rejuvenation (Su) The Grove Wardens can only permenantly laid to rest by destroying the Witchgate and either killing or curing Fheridia's broken mind.
Tactics When confronted with intruders who don't display symbols of the Whispering Way (who she is terrified of), Fheridia tree strides out of perception range. She typically already has Mage Armor active, then begins buffing with Barksin, Mirror Image, See Invisibility, and Shield, before tree-striding back into range and using the total cover afforded by the trees to attempt Possession, Lighting Bolt, or Create Pit on intruders. Meanwhile the Spectral Treants hide within the tree-husks themselves, animating them from cover to attack. Once any opponent wields fire, their hatred drives them forward to attack with their trample and corrupting touch abilties.
Hagmouth (Mythic):
I knew that with Hagmouth, I would need to give him some extra power if he was to survive for more than three rounds against my group of PCs. This version can be significantly lethal and should only be used with mythic parties; he could prove TPK material especially with his breath weapon and inferno abilities.
Hagmouth CR 16/ MR 6 XP 76,800
Male mythic variant crag linnorn (Pathfinder RPG Bestiary 190)
CE Gargantuan Dragon
Init +7, dual initiative; Senses darkvision 120 ft., low light vision, scent, true seeing; Perception +22
Aura choking ash (10 ft., DC 25), stench (30 ft., DC 25)
DEFENSE
AC 34, touch 9, flat-footed 31 (+3 dex, +25 natural, -4 size)
hp 277 (15d12+180); regeneration 10 (cold iron)
Fort +19 Ref +12 Will +13
Defensive Abilities beyond prophecy, freedom of movement; DR 15/ mythic and cold iron; Immune curse effects, fire, mind-affecting effects, paralysis, poison, sleep SR 31
Weakness Mytbic Weakness (Remove Disease)
-OFFENSE-
Speed 30 ft., fly 50 ft. (clumsy), swim 30 ft.
Melee bite +25 (2d8+12/19-20 plus 4d6 fire plus poison), 2 claws +25 (1d8+12 plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (120-ft. line, 15d8 fire damage, Reflex DC 25 half, usable every 1d4 rounds), death curse, inferno, lava claws, melt stone mythic power 6/day (surge +1d8)
-STATISTICS-
Str 34 Dex 16 Con 27 Int 5 Wis 18 Cha 21
Base Attack +15 CMB +31; CMD 44 (can't be tripped)
Feats Cleave (Mythic), Combat Reflexes, Great Fortitude, Improved Critical (bite), Improved Initiative, Powere Attack, Weapon Focus (bite) [mythic], Weapon Focus (claw) [mythic]
Skills Fly +7, Perception +22, Swim +38
Languages Aklo, Draconic, Necril
-SPECIAL ABILITIES
Beyond Prophecy (Su) Hagmouth was once bound for a much greater destiny among dragon-kind only to have that cut short by the fate forced onto him by his wounds. He has since fallen outside the spectrum of omens and prophecy and as such, can neither receive insight bonuses nor do insight bonuses function against his attacks, armor class, saves, or special abilities.
Breath Weapon (Su) Once every 1d4 rounds as a standard action, a crag linnorm can expel a 120-foot line of magma, dealing 15d8 points of fire damage to all creatures struck (Reflex DC 25 halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage the second round (Reflex DC 25 negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does 6d6 damage (Reflex DC 25 negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that's turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses. The save DC is Constitution-based.
Choking Ash (Su) Any creature that starts its turn in Hagmouth's aura is nauseated for 1 round (Fortitude DC 25 negates). The ash provides Hagmouth with 50% concealment against ranged attacks. Strong wind or fire-quenching magic disperse it for 1d4 rounds. The save DC is Constitution-based.
Death Curse (Su) When a creature slays Hagmouth, the slayer is affected by the curse of fire.Curse of Fire: save Will DC 22; effect creature gains vulnerability to fire. The save DC is Charisma-based.
Dual Initiative (Ex) Hagmouth gets two turns each round, one on its initiative count and another on its initiative count – 20.
Inferno (Ex) Hagmouth can expend one use of mythic power as an immediate action to have fire damage he deals ignore fire resistance and fire immunity for 1 round.
Lava Weapons (Su) All melee attacks made by Hagmouth deal an additional 4d6 points of fire damage.
Melt Stone (Su) Hagmouth can use his breath weapon to melt rock at a range of 100 feet, affecting a 55-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.
Mythic Weakness (Su) Hagmouth's ascension is partially fueled by his horrific wound suffered at the claws of Scrivanier V. While his wounded tail perpetually drips bloody pus and constantly provides the Linnorn with a dull pain, it also is the source of his mythic power. If Hagmouth fails a saving throw against a remove disease spell or effect (that passes his spell resistance), his mythic power is temporarily repressed, rendered unusable by the Linnorn for a number of rounds equal to the level of the spell used to “cure” him.
Poison (Su) Bite—injury; save Fort DC 25; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.
Possessing Leukodaemon and the Knights of Ozem:
In this particular encounter, I have decided to substitute a Seraptis Demon (Book of the Damned, Vol. 2) for the Leukodaemon present here. This is for a few reasons:
1)While thematically and alignment-wise the Leukodaemon fits better with Urgathoa, it seems strange that in a countryside devoid of the living that something dedicated to spreading disease would flourish, or even be drawn to it in the first place.
2)The proximity of the Worldwound to Ustalav gives a number of reasons why a demon would more likely be encountered than a daemon, especially considering the Witchgates and the demon's teleportation abilities.
3) The Leukodaemon isn't really a threat to the paladins. They are immune to its disease and a lot of its spell-like abilities, and ganging up with smite attacks is going to kill the thing in two turns. The Seraptis's suicidal whispers would be a serious threat to such a group, especially if the paladins can't attack it because of possession, being forced to listen to its corrupting words while they figure out how to deal with it. I'm not saying the Leukodaemon isn't entirely capable of this, but the Seraptis fills more of an active role in this regard versus the almost backgrounded nature of the encounter.
4)I have already used two Leukodaemons against my party, so want a little variety.
Svoac the Gate Tender:
For Svoac, I noticed a glaring weakness with regards to his saving throws; the lower CR'd quickwoods actually have a better chance of giving a good fight versus the Attach's high chance of getting one shotted by Hold Monster or worse, Dominate Person. I gave him the Divine Guardian template to give him immunity to such tactics so my players have to actually fight him, as well as one fighter level to give him access to the favored weapon of the holy site he's protecting.
Svoac The Gate Tender CR 14 XP 38,400
Male divine guardian attach fighter 1
CE Huge Giant (evil)
Init +5; Senses darkvision 60 ft., scent; Perception +22
DEFENSE____________________________________________________________________ ______
AC 31, touch 12, flat 29 (+6 armor, + 1 dodge, +1 Dex, +15 natural, -2 size)
hp 173 (15d8+1d10+105); fast healing 5
Fort +13, Ref +5, Will +9; +2 vs. good creatures.
Defensive Abilities ability healing; Immune disease, mind-affeccting effects, poison.
OFFENSE____________________________________________________________________ ______
Speed 100 ft.
Melee+1 unholy scythe +22/+17/+12 (3d6+17 x4), bite +20 (2d6+5 plus poison)
-Power Attack +19/+14/+9 (3d6+26), +17 (2d6+11 plus poison)
Ranged Rock +10/+5/+0 (2d6+16)
Special Attacks rock throwing (140 ft.), swift claw
Spell-like Abilities (CL 15th, concentration +14)
At Will - dimension door (within Renchurch grounds only), see invisibility
3/day - aura sight,alarm
1/day augury, clairvoyance/clairaudience, commune, dismissmal (DC 15), hold portal,true seeing
STATISTICS_________________________________________________________________ _______
Str 32 Dex13, Con 25 Int 7, Wis 16, Cha 10
Base Atk +11; CMB +23 CMD 34
Feats Dodge, Iron Will, Lunge, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus: Scythe
Skills Acrobatics +1 (+29 jump), Climb +20, Escape Artist +10, Knowledge (religion) +1, Perception +19, Sense Motive +8, Stealth +0
Languages Giant
SQ blessed life, divine swiftness, sacred site, sighted
Combat Gearpotion of keen edge (2), potion of cure light wounds (3), 10 rocksOther Gear+1 unholy scythe, +2 chain shirt
SPECIAL ABILITIES
Ability Healing (Ex) Each round heals 1 point of ability damage to all abilities suffering from ability damage.
Blessed Life (Ex) Does not age or breath. Does not require food, drink or sleep.
Poison (Ex) injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Str; cure 2 consecutive saves.
Sacred Site (Ex) May not leave grounds of Renchurh. Loses Divine Guardian template if leaving the grounds of Renchurch, and must seek atonement or take 6d6 constitution drain.
Sighted (Su) Svoac's Divine Guardian template has a few minor changes to reflect his purpose in the defense of Renchurch. He loses his arcane lock,guards and wards, knock and forbiddance spell-like abilities, but gains see invisbility at will, alignment sight 3/day, and true seeing 1/day.
Swift Claw (Ex) Swift action, Attack Bonus +20, 1d10+11
Corpulent Ghouls:
I swapped the Ghoul's rogue levels for brawler levels for purely mechanical reasons' the extra BAB and feats are a big deal in making them a significant threat. Not that I'm being a total DM munckin jerk, if that were the case, they would all be anti-paladins.
Corpulent Ghouls CR 7 XP 3,200
Shrine-blessed human dread ghoul brawler 6
CE Medium undead (augmented humanoid)
Init +5; Senses darkvision 60 ft., scent; Perception +12
DEFENSE____________________________________________________________________ ______
AC 22, touch 17, flat 15 (+3 armor, +2 dodge, +5 Dex, +2 natural)
hp 78 (6d8+48)
Fort +11, Ref +12, Will +7; +2 vs. good creatures
Defensive Abilities channel resistance +2 Immune Undead Traits
OFFENSE____________________________________________________________________ ______
Speed 30 ft, climb 30 ft.
Melee Bite +15 (1d8+8 plus paralysis) and 2 Claws +14 (1d6+6 plus paralysis)
Special Attacks command ghouls, create spawn, death burst, paralysis (1d4+1 rounds, DC 19; elves are immune to this effect)
STATISTICS_________________________________________________________________ _______
Str 16, Dex20, Con - Int 12, Wis 16, Cha 18
Base Atk +6; CMB +9, (+14 grapple) CMD 26 (+31 vs grapple)
Feats Ability Focus: Paralysis, Dodge, Greater Grapple*, Improved Grapple*, Toughness, Weapon Finesse, Weapon Focus:(bite), Weapon Specialization (bite)
Skills Acrobatics +14, Climb +20, Escape Artist +10, Knowledge (dungeoneering) +5, Knowledge (local) +6, Perception +12, Sense Motive +7, Stealth +10
Languages Common, Necril
SQKnockout (DC 18)Martial Flexibility (6/day)
Gear+1 leather armor, amulet of might fists +1
*Gained from Martial Flexibility
Dread Wraith:
One of the spirits of last slain defenders of the abbey, I've placed this guy in the ground floor's nave to give a further threat to the huge, should-have-combat-in-it, size of the area. Its stats were taken from 'The Dead Heart of Xin', another excellent Part 6 Brandon Hodge adventure.
Unhallowed Dread Wraith CR 13 XP 25,600
LE Large undead (incorporeal)
Init +9; Sensesdarkvision 60 ft., lifesense; Perception +23
Aura unnatural aura (30 ft.)
DEFENSE____________________________________________________________________ ______
AC 22, touch 22, flat 16 (+8 armor, +3 deflection, +2 Dex, +3 natural)
hp184 (16d8+112)
Fort +12, Ref +10, Will +16; +2 vs. good creatures
Defensive Abilities channel resistance +6; incorporeal Immune undead traits
Weaknesses sunlight powerlessness
OFFENSE____________________________________________________________________ ______
Speed fly 60 ft. (good)
Melee incorporeal touch +16 (2d6/ 19-20 plus 1d8 Con drain)
Space 10 ft.; Reach 10 ft.
Special Attacks constitution drain (Fort DC25 negates), create spawn (wraith, 1d4 rounds)
STATISTICS_________________________________________________________________ _______
Str - Dex20, Con - Int 18. Wis 18, Cha 25
Base Atk +12; CMB +18, CMD 36
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (incorporeal touch), Improved Initiative, Iron Will, Mobility, Spring Attack
Skills Acrobatics +0 (-12 when jumping), Fly +26, Intimidate +26, Knowledge (arcana) +23, Knowledge (planes) +20, Knowledge (religion) +23, Sense Motive +23, Stealth +20
Languages Common, Varisian
Renchurch Initiates:
Maybe someone can illuminate me, but I'm having a hard time seeing ascetics (monks) being present in a holy place to a Goddess that preaches gluttony and sensuism. In this regard I decided to turn the initiates into Arcanists. I feel that thematically it makes more sense from not only a divine portfolio standpoint (Magic) but also with regards to the Whispering Way as an organization, its members being primarily those that are either undead or deal with the undead.
Renchurch Initiates CR 7 XP 3,200
Male and Female Human Arcanist 8
NE Medium Humanoid (Human)
Init +8; Senses Perception +8
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 19 (+4 armor, +1 dodge, +4 Dex, +1 natural, +4 shield)
hp36 (8d6+8)
Fort +3, Ref +4, Will +6
OFFENSE____________________________________________________________________ ______
Speed 30 ft, dimensional slide 80 ft.
Melee Touch +3 (per spell)
Ranged Ranged Touch +8 (per spell)
Special Attacks Force Missle, Spells
Arcanist Spells Known* (CL 8, concentration +13)
4th (3/day)enervation (DC 19)
3rd (5/day)dispel magic, vampiric touch
2nd (5/day)cat's grace,frigid touch, mirror image
1st (6/day)mage armor, ray of enfeeblement (DC 16),shield, shocking grasp, stunning barrier (DC 16)
0 (at will) detect magic, light, read magic, mage hand
STATISTICS_________________________________________________________________ _______
Str 8, Dex18**, Con 12, Int 20. Wis 10, Cha 14
Base Atk +4; CMB +3, CMD 18
Feats Combat Casting, Dispel Synergy, Dodge, Improved Initiative, Reach Spell
Skills Knowledge (arcana) +11, Knowledge (planes) +10, Knowledge (religion) +16, Linguistics +13, Profession (mortician) +9, Spellcraft: 16, Use Magic Device +13
Languages Abyssal, Ancient Osirion, Azlanti,Common, Draconic, Elven,Giant, Infernal, Necril, Thassilonian, Varisian
SQ Arcane Exploits (Dimensional Slide, Force Missle, Metamixing, Potent Magic)Arcane Reservoir (11 points)
Combat Gearpotion of cure light wound, potion of resist energy (fire), scroll of arcane sight,scroll of command undead,scroll of fog cloud, scroll of see invisibilityOther Gearamulet of natural armor +1, headband of intellect +2, fine robes worth 100 gp, 3 obsidian worth 50 gp, spellbook, 50 gp
*See other spell suites **Altered by cat's grace Before Combat The Arcanists cast cat's grace, mage armor, and shield. If they have time, they cast mirror image and stunning barrier before wading in with augmented reach spells (using their exploits).
*Other spell suites: All keep dispel magic, cat's grace, mirror image, mage armor, shield, and stunning barrier and then substitute all other spells for the following
-Suite (A) Suite (B) Suite (C)
(4th) resilient sphere (DC 19) dimensional anchorshout(DC 19)
(3rd) force punch (DC 18) blindness/deafnesshalt undead (DC 18)
(2nd) scorching rayglitterdust (DC 17) command undead
(1st)true strikecolor spray (DC 16) chill touch (DC 17)
magic missletouch of gracelessnessburning hands (DC 17)
Area F1 Dorter- Mohrgs are murderhobos, so why are these novices sleeping next to them?:
Adding the following text to the description: "In the rooms center sits a table filled with empty plates and goblets, all covered in a translucent, greenish slime."
I decided to replace the Mohgrs for two reasons:
1) I can't really see something addicted to murder controlling its impulses while possible victims are sleeping ten feet away it.
2)Since this is the first room of the second floor, I know my party will be buffed or re-buffed since the divides between levels always means in a meta-gaming sense that you should be healed and buffed before going down. This means everyone will have Freedom of Movement up, which will make the Mohrgs nothing more than smart zombies with lots of hitpoints, capable of doing little but slamming over and over. That's not scary, so I replaced them with a variant of the Festering Spirit from Bestiary 4, one that I felt tied into the themes of gluttony and consumption.
Glutton SpectreCR 8 XP 6,400
Unhallowed variant festering spirit (Pathfinder RPG Bestiary 4 98)
CE Medium undead (incorporeal)
Init +9; Sensesdarkvision 60 ft.; Perception +13
Aura insatiable hunger 30 ft.
DEFENSE____________________________________________________________________ ______
AC 18, touch 18, flat 12 ( +2 deflection, +5 Dex, +1 dodge); +2 deflection vs. good
hp58 (9d8+18)
Fort +5, Ref +8, Will +7; +2 vs. good creatures
Defensive Abilities channel resistance +2, +6 vs. negative energy; Immune undead traits
Weaknesses Glutton
OFFENSE____________________________________________________________________ ______
Speed fly 40 ft. (good)
Melee incorporeal touch +11 (1d4 Con damage plus slime)
Special Attacks create spawn, slime, trample (1 Con plus slime, DC 16)
STATISTICS_________________________________________________________________ _______
Str - Dex 20, Con - Int 6, Wis 12, Cha 15
Base Atk +6; CMB +11; CMD 24
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility
Skills Fly +9, Perception +13, Stealth +17
SQ ghost touch
SPECIAL ABILITIES
Create Spawn (Su) Creatures killed by a festering spirit's Constitution damage rise as a festering spirit under its killer's control in 1d4 days. Creamtion or proper burial of the corpse prevents it from becoming a festering spirit.
Ghost Touch (Su) Can manipulate objects weighing less than 25 pounds as if those objects had the ghost toucn special ability.
Glutton (Ex) A glutton spectre craves all forms of corporeal food and beverage. If presented with any amount of food or beverage weighing more than 1 lb., it must make a DC 16 Will save or be compelled to attempt to consume the food or drink before it, taking no other action. Doing so usually takes 1 round per 5 lbs. of food, ruining whatever food or drink that passes through its body with its slime ability. The glutton spectre is still free to defend itself while consuming food.
Insatiable Hunger (Su) Creatures within 30 feet of a Glutton Spectre must make a DC 16 Fortitude save or take 1d6 points of non-lethal damage and become fatigued as intense hunger course through them. This damage cannot be healed until a creature spends a minute consuming a full meal or eats some form of magical sustenance such as goodberry.
Slime (Su) Any creature hit by a festering spirit's incorporeal touch attack, passing through its square, or hitting it with a natural weapon or unarmed strike must make a DC 16 Fortitude. Failure means the creature is nauseated for 1d4 rounds while it is staggered for 1 round on a success. Creatures immune to poison or disease are immune to this effect.
Renchurch Cenobites:
"We have so much to show you..." (sorry couldn't resist with the whole Cenobite thing). No real changes here, just a few spell swaps.
Renchurch Cenobites CR 10 XP 9,600
Male and female unhallowed juju zombie cleric of Urgathoa 10
NE Medium Undead (augmented humanoid)
Init +6; Sensesdarkvision 60 ft.; Perception +14
DEFENSE____________________________________________________________________ ______
AC 26, touch 15, flat 24 (+8 armor, +3 deflection, +2 Dex, +3 natural)
hp128 (10d8+80)
Fort +11, Ref +7, Will +11; +2 vs. good creatures
Defensive Abilities channel resistance +4; DR 5/magic and slashing; Immune cold, electricity, magic missle[/i, undead traits; Resist fire 10
OFFENSE__________________________________________________________________________
Speed 20 ft.
Melee [/i]+1 scythe[/i] |+14/+9 (2d4+9/ 19-20 x4) or Slam +12 (1d6+7)
Ranged Ranged Touch +9 (per spell)
Special Attacks channel negative energy 7/day (DC 21, 5d6), killing blow (1/day critical hit causes 5 bleed), whispering evil (10 rds., standard action, 30 ft. range, DC 19, fascinated)
Domain Spell-Like Abilities (CL 10, concentration +14) bleeding touch (7/day, touch causes 1d6 points of bleed), touch of evil (7/day, touch sickens 5 rds)
Cleric Spells Prepared (CL 10, concentration +14)
5th - caustic blood (DC 19), suffocation (D) (DC 19), true seeing
4th - divine power, freedom of movement, spell immunity, unholy blight (D) (DC 18)
3rd - animate dead, contagion DC 17), dispel magic, keen edge (D),magic vestment
2nd - bull's strength,death knell (D)(DC 16), eagle's splendor, grace, sound burst (DC 16) (2)
1st -cause fear (DC 15), deathwatch,magic weapon, murderous command (DC 15), obscuring mist, shield of faith,
0 (at will) bleed (DC 14), detect magic, read magic, resistance
(D) Domain spell Domains Death (murder subdomain), Evil (daemon subdomain)
STATISTICS_________________________________________________________________ _______
Str 21, Dex14, Con - Int 10. Wis 19, Cha 18
Base Atk +7; CMB +12, CMD 27
Feats Channel Smite, Combat Casting, Command Undead, Improved Channel, Improved Initiative(B), Lightning Reflexex, Toughness(B), Weapon Focus (scythe)
Skills Climb +10, Knowledge (religion) +13, Linguistics +13, Perception +14,, Spellcraft +13
Languages Common
Gear+1 breastplate, +1 scythe, robe of bones, 10 onyx gems worth 50 gp each, spell component pouch, unholy symbol of Urgathoa
Before CombatMagic vestment during most of day. If warned of danger, casts bull's strength, eagle's splendor, freedom of movement, magic weapon,keen edge, shield of faith, and spell immunity. If melee combat is at hand, casts divine power (Attack +17/+17/+12 {2d4+12 19/20x4, +10 temp. hp.).
Revenants:
I've statted these guys out since there's not only the advanced template to recalculate but also the Shrine blessed template, let alone the bonuses they get against their murderers. For sake of ease, they are below:
Shrine Blessed Advanced Revenants CR 8 XP 4,800
LE Medium undead
Init +9; Sensesdarkvision 60 ft., sense murderer; Perception +15
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 18 ( +1 dodge, +5 Dex, +8 natural); +2 deflection vs. good
hp94 (9d8+54)
Fort +11, Ref +10, Will +11; +2 vs. good creatures
DR5/slashing; Immune undead traits; SR 19
OFFENSE____________________________________________________________________ ______
Speed 30 ft.
Melee 2 Claws +18 (1d8+11 plus grab)
or 3 Claws +21 (1d8+13 plus grab {+23}), constict (1d6+13) vs. murderer
Special Attacks baleful shriek, constrict (1d6+11)
STATISTICS_________________________________________________________________ _______
Str 28, Dex 21, Con - Int 11. Wis 16, Cha 23
Base Atk +6; CMB +17 (+21 grapple); CMD 32
Feats Dodge,Improved Initiative, Mobility,Power Attack, Weapon Focus (claw)
Skills Intimidate +18, Percpetion +15
Languages Common
SQ reason to hate
SPECIAL ABILITIES
Baleful Shriek (Su) 1/1d4 rds, standard action. 60 ft. spread, DC 20 Will or cower in fear 1d4 rounds. Sonic, mind-affecting fear effect.
Reason to Hate +4 profane bonus on attack, damage, grapple, and saves against murderer (overrides +2 profane bonus from unhallow effect). Also gains haste (CL 20).
Self Loathing If confronted with objects from life, must make DC 20 Will save or do everything it can to destroy that object.
Sense MurdererAgainst murderer, knows its direction and gains true seeing and discern lies (CL 20th) against it that cannot be dispelled.
Totenmaskes:
For the same reason as the Revenants, here's the stats for these guys so no one has to do them on the fly.
Shrine Blessed Advanced Totenmaske CR 9 XP 6,400
Shrine-blessed advanced totenmaske (Pathfinder RPG Bestiary 2 269)
NE Medium undead
Init +12; Sensesdarkvision 60 ft.; Perception +17
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 18 ( +8 Dex, +6 natural); +2 deflection vs. good
hp125 (10d8+80)
Fort +11, Ref +13, Will +13; +2 vs. good creatures
Immune undead traits; Resist cold 20
OFFENSE____________________________________________________________________ ______
Speed 50 ft.
Melee bite +17 (1d8+8 plus 1d4 Cha drain), 2 claws +17 (1d6+8)
Special Attacks devour memories, fleshdrink, shape flesh
STATISTICS_________________________________________________________________ _______
Str 22, Dex 27, Con - Int 20, Wis 19, Cha 23
Base Atk +7; CMB +15; CMD 31
Feats Ability Focus (Charisma drain), Ability Focus (fleshdrink), Combat Reflexes, Improved Initiative,, Weapon Finesse
Skills Acrobatics +18 (+26 jump), Bluff +16, Diplomacy +16, Disguise +19, Percpetion +17, Sense Motive +17, Stealth +21
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (the previous humanoid it successfully used its fleshdrink ability on; alter self
SPECIAL ABILITIES
Charisma Drain (Su) Bite, 1d4 Cha drain, Will DC 23 negates
Fleshdrink (Su) If both claws hit one creature, 1d6 Con dmg and sickened 1d4 rounds. Fortitude DC 23 negates Con dmg and reduce sickened to one round.
Shape Flesh (Su) DC 21 Fortitude (Pathfinder RPG Bestiary 2 p.269
Bodaks:
. I'm still on the fence on this one; if everyone has Death Ward up, its a laughable fight. If not, it might be scary for a round or two. Sometimes I do miss the lethality of the 3.5 incarnations of certain monsters, negative levels just isn't a scary as insta-kill. Nonetheless, if they get used, here they are.
Advanced Unhallowed BodakCR 9 XP 6,400
Advanced unhallowed bodak (Pathfinder RPG Bestiary 2 48)
CE Medium undead (extraplanar)
Init +8; Sensesdarkvision 60 ft.; Perception +16
DEFENSE____________________________________________________________________ ______
AC 25, touch 15, flat 20 ( +4 Dex, +1 dodge,+10 natural); +2 deflection vs. good
hp105 (10d8+60)
Fort +8, Ref +7, Will +10; +2 vs. good creatures
DR 10/cold iron; Immune electricity, undead traits; Resist acid 10, fire 10
Weaknesses vulnerability to sunlight
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 slams +11 (1d8+3)
Special Attacks death gaze
STATISTICS_________________________________________________________________ _______
Str 17, Dex 19, Con - Int 10, Wis 17, Cha 20
Base Atk +7; CMB +10; CMD 25
Feats Ability Focus (death gaze), Dodge, Improved Initiative, Toughness, Weapon Focus (slam)
Skills Intimidate +13, Perception +16, Stealth +12
Languages Commonl
SPECIAL ABILITIES
Death Gaze (Su) 1d4 negative levels, 30 ft; Fortitude DC 22 negates. Death-effect, gaze attack.
Vulnerability to Sunlight Direct sunlight deals 2d6 points of damage per round to the Bodak.
Lucimar the Lich Wolf:
I felt that the Agent of the Grave prestiege class was extremely underused in the entire AP, so to give it further life, I've swapped around Lucimar's levels to make him not only maximized with his hit and run abilities but to also give him some defensive power. The tactic I'm looking most forward to is hiding in the catacombs, using Arcane Eye to find the PCs, then use repeated Possession attempts to wreak havoc on them.
Lucimar the Lich Wolf CR 15 XP 76,800
Male unique worg-bodied undead arcanist 10/ agent of the grave 5
LE Medium undead
Init +4; Sensesdarkvision 60 ft., see magic; Perception +20
DEFENSE____________________________________________________________________ ______
AC 28, touch 18, flat 23 ( +4 armor, +3 deflection+1 dodge, +4 Dex, +2 natural, +4 shield)
hp160 (10d6+5d8++88)
Fort +13, Ref +12, Will +15
Defensive Abilities channel resistance +4, DR10/bludgeoning and magic; Immune cold, electric, undead traits
OFFENSE____________________________________________________________________ ______
Speed 40 ft.
Melee bite +11 (1d8+4 plus trip), slam +11 (1d6+4)
Special Attacks channel negative energy (DC 19, 9/day), lich's touch (7/day, 5d6)
Arcanist Spells Known (CL 14th; concentration +20)
7th - (2/day) waves of exhaustion
6th - (5/day) disintegrate (DC 22), harm (DC 24)
5th - (5/day) cone of cold (DC 21), hungry pit (DC 21), possession (DC 23)
4th- (5/day) arcane eye, bestow curse (DC 22), confusion (DC 20), greater invisibility
3rd - (5/day) fireball (DC 19), force punch (DC 19), stinking cloud (DC 19), vampiric touch
2nd - (6/day) blindness/deafness (DC 20), false life, frigid touch, ghoul touch (DC 20), mirror image
1st - (6/day) mage armor,magic missle, shield, shocking grasp, stunning barrier (DC 17)
0 - (at will) detect magic, ray of frost, read magic, touch of fatigue (DC 16)
STATISTICS_________________________________________________________________ _______
Str 18, Dex 18, Con - Int 22, Wis 15, Cha 18
Base Atk +7; CMB +11; CMD 29
Feats Command Undead, Combat Casting, Dodge, Empower Spell, Greater Spell Focus (necromancy), Reach Spell,Scribe Scroll, Silent Spell, Spell Focus (necromancy),Still Spell, Toughness (B)
Skills Bluff +18, Intimidate +18,Knowledge (arcana) +24, Knowledge (history) +24, Knowledge (nature) +24, Knowledge (religion) +22, Perception +20, Sense Motive +15, Spellcraft +24, Stealth +21, Survival +4
Languages Abyssal,Common, Giant, Goblin, Infernal, Necril, Varisian
SQ arcane reservoir (13 points), change shape (hybrid or worg, beast shape III), death's shroud,dimensional slide, inspired necromancy,metamixing, negative energy conduit (1/day), school understanding, see magic, secrets of death, spell disruption, undead initiate, undead manipulator, unholy fortitude
Combat Gearelixir of hiding (2), scroll of animate dead, scroll of dimension door, scroll of dimensional anchor,scroll of enervationOther Gearcloak of resistance +3, headband of mental prowess +2 (Charisma and Intelligence, bluff), ring of protection +3, spellbook,
SPECIAL ABILITIES
Death's Shroud (Su): 1/day nondetection or undetectable alignment (CL 14)
Dimensional Slide (Su): 1 arcane point, 100 ft. of movement;, must have line of sight, used as move action or withdraw, counts as five feet of movement; does not provoke.
Inspired Necromancy (Su): Agent of the Grave levels count twice for purposes of controlling undead.
Lich's Touch (Su): Touch deals 5d6 points of negative energy, which may heal undead.
Metamixing (Su): 1 arcane point, using metamagic feat does not increase casting time
Negative Energy Conduit (Su): 1/day desecrate as aura, stanadard action, lasts 140 minutes
School Understanding Gains Power over Undead Necromancy Wizard School Power.
See Magic (Su): See magical auras; spending 1 arcane point allows to act as if each aura was studided for 3 rounds and Knowledge (arcana) check to identify them is treated as if a 15 were rolled (39), which lasts 1 minute.
Secrets of Death (Ex) Adds the following divine spells to spell list: death watch, death knell, destruction, inflict light wounds, inflict critical wounds, harm Spell Disruption 1 arcane point, standard action, surpresses 1 magical effect on a successful dispel magic check for 3 rounds.
Undead Initiate (Ex): Add +5 on any ability check, skill check, or saving throw related to the process of transforming into an undead creature.
Undead Manipulator (Ex): Mind-affecting effects treat undead as their original type
The Urgathoan Fly:
To up its power and make it unique, I gave the Iron Golem the mythic Divine template, giving it ranged attacks and a bit more hit points to deal with my PCs.
The Urgathoan Fly CR 14/ MR 2 XP 38,400
Divine Iron Golem (Pathfinder RPG Bestiary 162, Pathfinder Mythic Adventures 224)
N Large Construct (mythic)
Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +0
Aura of Grace 10 ft.
DEFENSE____________________________________________________________________ ______
AC 30, touch 10, flat 30 ( +2 deflection, -1 Dex, +20 natural, -1 size)
hp189 (18d10+90)
Fort +8, Ref +7, Will +8
DR 15/ adamantine; Immune construct traits, magic
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 slams +28 (2d10+16 19/20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, mythic spellcasting, powerful blows, simple divine magic
Cleric Spells Prepared (CL 18th, Concentration +18)
7th - blasphemy (DC 17), mass inflict serious wounds (DC 17)
4th - divine power, unholy blight (DC 14) (2)
2nd - silence (DC 12)
STATISTICS_________________________________________________________________ _______
Str 32, Dex 9, Con - Int - Wis 11, Cha 1
Base Atk +18; CMB +30; CMD 39
SPECIAL ABILITIES
Aura of Grace (Su) This creature and all allies in 10 ft. gain a +2 profane bonus to saving throws.
Breath Weapom (Su) Free action 1/ 1d4+1 rds; 10 ft. cube,poison; Fortitude DC 19, 1/rd for 4 rds, 1d4 Con dmg, Cure 2 Consecutive Saves
Mythic Magic (Su) 3/day may cast mythic version of any spell prepared.
Tactics The Fly has been programmed to respond to intruders with its spells in the following order: Mythic Unholy Blight, Blasphemy, Mass Inflict Serious Wounds, its second Mythic Unholy Blight, then finishing with divine power and mythic silence, selecting anyone wielding a holy symbol of Urgathoa to be immune. If it is attacked in melee, it ceases these and attacks whoever struck it, resuming its spells if physical engagement isn't possible or its foe is dead. If the DM is feeling like a jerk, use the Mythic version of Blasphemy.
Worm that Walks/Flies:
I've altered the Worm that Walks from the stock one to give more personalized campaign flavor to it. In this instance, these particular worm that walks is composed of flies; this is one of Ludvick Sievrage's children who my PCs destroyed in Ashes at Dawn, only to be brought back by Urgathoa to be given a third chance to exact revenge on my PCs.
Urca Namat/ (Averith Sievrage) CR 14 XP 38,400
Female worm that walks variant (Pathfinder RPG Bestiary 2 286
NE Medium Vermin (augmented undead)
Init +6; Senses blindsight 30 ft, darkvision 60 ft.; Perception +26
DEFENSE____________________________________________________________________ ______
AC 31, touch 22, flat 23 ( +9 armor, +4 deflection, +1 dodge, +2 Dex, +5 insight)
hp 136 (13d8+78)
Fort +17, Ref +10, Will +17
Defensive Abilities worm that walks traits; DR15/ - ; Immune critical hits, disease, paralysis, poison, sleep; undead traits
OFFENSE____________________________________________________________________ ______
Speed 20 ft., Fly 30 ft. (perfect)
Melee slam +12 (1d4+3 plus grab)
Special Attacks bleeding touch (8/day), channel negative energy (8/day, 7d6, DC 21)discorporate, dispelling touch (2/day), grab (large), hand of the acolyte (8/day), squirming embrace, lich's touch (7/day, 5d6)
Cleric Spells Prepared (CL 13th; concentration +18)
7th - destruction (DC 22), spell turning (D)
6th - antimagic field (D), blade barrier (DC 22), harm (DC 22)
5th - flamestrike (DC 21), greater command (DC 21), slay living (DC 21), spell resistance, wall of stone
4th- divine power, death ward (D), giant vermin, inflict critical wounds (DC 19), spell immunity, unholy blight (DC 19)
3rd - bestow curse (DC 18), blindness/deafness (DC 18), contagion (DC 18), dispel magic, magic vestment, searing light
2nd - bull's strength, death knell (D) (DC 17), eagle's splendor, ghoul hunger (DC 17), resist energy (2)[/i], silence
1st - cause fear (D) (DC 16), command (DC 16), divine favor, entropic shield, inflict light wounds (2) (DC 16), shield of faith
0 - (at will) bleed (DC 15), detect magic, detect poison, read magic
(D) Domain Spell Domains Death, Magic
STATISTICS_________________________________________________________________ _______
Str 16, Dex 14, Con - Int 10, Wis 21, Cha 17
Base Atk +9; CMB +12 (+20 vs. grapple); CMD 29
Feats Command Undead, Combat Casting, Diehard, Dodge, Extra Channel, Improved Channel, Improved Initiative, Quick Channel, Shatter Resolve,Toughness
Skills Diplomacy +7, Fly +10, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +26, Sense Motive +21, Spellcraft +10, Stealth +9
Languages Abyssal,Common, Necril, Varisian
SQ death's embrace
Combat Gearmalleable symbol,lesser meta-magic rod of persistent spell, meta-magic rod of reach spell,ring of counterspells (dispel magic)[/i] Other Gear mwk breastplate, cloak of resistance +4
SPECIAL ABILITIES
Discorporate (Su) Free action, change into swarm form (weapon immunity, fly 30 ft., reach 0, lose all defensive qualities, special attacks and special qualities. Swarm damage (3d6 and distraction- DC 19)
Squirming Embrace On successful grapple check, swarm damage (3d6+4 and distraction- DC 19). Automatic swarm damage each turn embraced, does not have to maintain the grapple but must remain within 5 ft.. Area effect or strong winds end the embrace.
Worm that Walks Traits Immune to critical hits and flanking, immune single-target effects with exception of command undead, control undead, and halt undead. Takes 50% more damage from area effects, susceptible to high winds
Undead Traits Averith's transformation and ties to Urgathoa have altered her Worm that Walks abilities slightly. Her Death's Embrace domain ability coupled with her death have fully turned her into a mass of vicious, biting, undead flies instead of worms, giving her full undead traits. Additionally, she and her swarm form gain Fly 30 ft.
The Grey Friar:
In running a mythic game, I decided that this enemy was the most deserving of the Renchurch part in being made mythic.
The Grey Friar CR 16/ MR 5 XP 76,800
Male advanced shrine-blessed huecuva cleric of Urgathoa 11/hierophant 5
NE Medium Undead (mythic)
Init +9(M); Sensesdarkvision 60 ft.; Perception +22
Aura faithless (30 ft.)
DEFENSE____________________________________________________________________ ______
AC 33, touch 19, flat 31 (+8 armor, +5 deflection, +3 Dex, +7 natural)
hp236 (11d8+177)*
Fort +22, Ref +15, Will +25; mythic saves
DR 5/epic and silver; Immune undead traits
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 claws +21 (1d6+9 plus 2d6 vs. good creatures plus disease)
Special Attacks channel negative energy 10/day (DC 30*, 8d6), inspired spell,mythic power (13/day, surge +1d8)
Domain Spell-Like Abilities (CL 11, concentration +19) bleeding touch (9/day, touch causes 1d6 points of bleed), touch of evil (9/day, touch sickens 5 rds)
Cleric Spells Prepared (CL 11, concentration +19)
6th- create undead(D), harm (M, DC 24), source severance
5th - caustic blood (DC 23), righteous might, slay living (D) (DC 23), true seeing
4th - divine power, freedom of movement, spell immunity, unholy blight (D) (DC 22)
3rd - animate dead (D), blindness/deafness (DC 21)dispel magic (M), inflict serious wounds (DC 21), invisibility purge,magic vestment*, prayer (M)
2nd - bull's strength*,death knell (D)(DC 16), eagle's splendor*, grace, resist energy, sound burst (DC 20) (2),spiritual weapon {+18/+13 (1d8+3)}
1st -cause fear (D) (DC 19),command (M)(DC 19) deathwatch, inflict light wounds (DC 19), murderous command (DC 15), obscuring mist, shield of faith (M)*
0 (at will) bleed (DC 18), detect magic, read magic, resistance
STATISTICS_________________________________________________________________ _______
Str 22*, Dex18, Con - Int 12. Wis 26, Cha 24*
Base Atk +10; CMB +16*, CMD 33*
Feats Channel Smite (M), Combat Casting, Extra Channel, Improved Channel, Toughness (M), Weapon Focus (claw) (M)
Skills Knowledge (religion) +18, Perception +22,, Sense Motive +22, Spellcraft +15, Stealth +5
Languages Common, Necril
SQ amazing initiative, death's embrace,recuperation,
Combat Gearlesser rod of extend spell, potion of inflict serious wounds, scroll of antilife shell, scroll of destruction; Other Gear masterwork breastplate, masterwork dagger,+1 unholy amulet of might fists, phylactery of negative channeling. 30 onyx gems worth 50 gp each, silver unholy symbol of Urgathoa, 95 gp
*Includes adjustments for ]bull's strength, eagle's splendor, magic vestment, and shield of faith(mythic)
SPECIAL ABILITIES__________________________________________________________________
Alter Channel (Su, mythic) Immediate action and 1 mythic point; If in area of channeled positive energy, may convert energy into negative, either harming living or healing undead. This deals or heals half the normal amount.
Amazing Initiative (Ex,mythic) Spend 1 mythic point to take extra standard action, which can't be used to cast a spell
Channel Smite (Su, mythic) Swift action, expend 1 use of channel, +8 attack and +8d6 negative energy (Will DC 30* halves). If miss, may expend 1 mythic point to release channel as a normal burst.
Disease (Su) Claw - injury; save DC 24; onset immediate; frequency 1 hour; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves
Faithless (su) The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any effects based on that ability. The bonus stacks with channel resistance.
Flexible Counterspell (Su, mythic) Immediate action and spend 1 mythic point, must identify spell as its being cast (DC 15 + spell level) and expend spell slot equal to or greater than spell being cast.
Inspired Spell (Su, mythic) Spend 1 mythic point, cast any one divine spell on cleric list at +2 CL, does not expend spell slot.
Instrument of Faith (Su, mythic) Gains DR 15/- vs. scythes. As a standard action expend 1 mythic point to attempt sunder or disarm against each opponent wielding a scythe (+22)
Instrument of Incubation (Su, mythic) The Grey Friar is blessed by Urgathoa to spread her diseased touch to all living creatures. The DC for his disease is equal to half his HD plus his charisma modifier. Creatures infected immediately suffer the disease's effects and have its frequency increased to once an hour. The DC to remove his disease with spells and effects is increased by his mythic tiers (DC 29)
Mythic Spellcasting (Ex, mythic) May cast mythic versions of command, dispel magic, harm, prayer, and shield of faith
Before Combat Casts magic vestment, then when combat seems likely continues with cat's grace, eagle's splendor, invisibility purge, resist energy (fire), mythic shield of faith, and spell immunity (searing light, cure critical wounds).
The decoys:
To up their power a little, I gave the Juju zombies the advanced template and swapped the rogue levels for brawler.
Shrine-Blessed Advanced Juju Zombie CR 4 XP 4,800
Human advanced shrine-blessed juju zombie brawler 2 (Pathfinder RPG Bestiary 2 291
LE Medium undead
Init +10; Sensesdarkvision 60 ft., sense murderer; Perception +15
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 18 ( +2 armor, +1 dodge, +6 Dex, +5 natural); +2 deflection vs. good
hp37 (3d8+24)
Fort +6, Ref +10, Will +5; +2 vs. good creatures
Defensive Abilities channel resistance +4; DR5/magic and slashing; Immune cold, electricity, magic missleundead traits; Resist fire 10
OFFENSE____________________________________________________________________ ______
Speed 30 ft.
Melee unarmed strike +11 (1d6+8)
or unarmed strike +9/+9 (1d6+8)
Ranged alchemist fire +8 (1d6 fire)
STATISTICS_________________________________________________________________ _______
Str 22, Dex 23, Con - Int 12, Wis 17, Cha 14
Base Atk +2; CMB +10 (+12 grapple); CMD 25 (27 vs. grapple)
Feats Dodge,Improved Grapple, Improved Initiative (B),Toughness (B) Weapon Focus (unarmed strike)
Skills Acrobatics +11 Climb+19, Intimidate +6, Escape Artist +11, Knowledge (dungeoneering) +5 Knowledge (local) +5, Knowledge (religion) +2,Perception +7, Sense Motive +7
Languages Common
SQ brawler's fury, martial flexibility (4/day) (Typically Coordinated Maneuvers)
Gear masterwork leather armor, alchemist fire (3), 15 gp
While I tend to agree with most of the above points, I will say that some of the "I can do anything with my toolkit" mentality of the six-caster level classes falls flat when faced with the reality of certain spells that can be almost necessary for an adventuring party at high level. As someone who enjoys mid-to high level play (9th-15th level), I can't count the number of times when casting a Heal, Harm, Wind Walk, Teleport, Plane Shift, or the like was necessary to either survive an encounter or to advance the plot. I'm not saying that these classes are weaker than the straight caster classes, but the adventures' design seems to dictate at times the inclusion of certain spells which these classes would not have access to until four levels after they are expected to be there. Just an observation.
I have not ran nor do I know of anyone who has ran the newer Occult classes in the AP. That said, the medium and occultist both look like they would shine in not just the first module, but parts of the other ones as well. Keep in mind that the AP is hard, so while being able to relate parts of the story is well and good, surviving it is another matter. Provided that such support classes had a compliment of other classes to keep them alive, I think it would work out really well.
I really love everything that is given for Renchurch in Shadows of Gallowspire, from its horrific soul haunting ability to its unique denizens. Since SoG is such a big module as far as what it has to detail in terms of grandness of locales and denizens (which at this level of play is unfortunately huge in terms of word count and what gets put in a 64 page adventure), I wanted to give my own spin on some of the haunts that fill primarily the upper reaches of the area while helping to give a history of the place. Since Renchurch is a former Pharasman Abbey that was taken over by the Whispering Tyrant's forces, I figured I could use some of the haunts presented and expand on them to detail what happened when the Abbey fell. I also wanted to use the haunts to help foreshadow some of the module's final villains, Lucimar, Marrowgarth, and General Sey'Lok. Here is what I am going to use:
Abbey Breaching Haunt:
E2 NarthexWhen this haunt manifests, the area suddenly appears to be restored:
"The rubble and broken bells littering the area seem to waver away, revealing a restored grand Narthex glowing with the rose light of the setting sun. As the last rays gleam off of the dozens of bells that adorn the walls, a great wind rises, chaotically clanging them as the night's darkness deepens quicker than it should. As screams rise to join the wailing wind, a voice seeps from beyond the now shut double door, one that speaks like a whisper scraped across shattered glass. 'The Last Stronghold of the Spiral.. Know this priests of a failing goddess; I defy you. My master defies you. Death will be cheated and the circle will be broken!' With that , there is a thunderous boom as the doors shatter open from a giant-sized fist made of shadow, as splinters and inky blackness fills the room."
Abbey Breaching Haunt CR 14 XP 38,400
CE Haunt (Area E2)
Caster Level 141th
Notice Perception DC 20 (to notice a subtle dimming of the ambient light)
hp 63 Trigger Proximity Reset 1 day
Effect This haunt is a repercussion of the massive loss of faith and life that occurred when the Whispering Tyrant's forces, lead by the Nightwalker General Sey'lok, broke down the centuries-old carved wooden doors with a word of power and a fist of shadow, preceding their assault into the monastery. When this haunt manifests, all creatures in the Narthex are subjected to a shatter spell except that its effects reach into any extra-dimensional spaces adjacent to living creatures (such as a bag of holding or handy haversack). Additionally, each creature in the haunt's area is pierced by dozens of shards of phantom splinters dealing 2d4 points of piercing damage (Reflex DC 23 reduces to half) and all light sources within the haunt have their illumination area reduced by half.
On the haunt's next turn, each creature in the area is subjected to a fear spell (DC 23) and all light sources are reduced to a quarter of their area of illumination. These reductions in illumination persist for as long as the creatures remain in the haunt's area and for 1d3 rounds after.
Destruction All of the Narthex's bells must be repaired or replaced after Renchurch itself has been re-consecrated, and the doors must be replaced with millennium-old hand carved frames similar to the design used by the former Pharasmans.
Cathedral Massacre Haunt:
E4 Nave This Haunt manifests whenever battle occurs within the Nave, echoing the last stand of the Pharasman priests against the Tyrant's forces. The haunt increases in power the longer it manifests, gaining strength from any conflict around it.
Cathedral Massacre HauntCR 14 XP 38,400
CE Haunt (Area E4)
Caster Level 141th
Notice Perception DC 25 (to hear sounds of battle other than the ones present)
hp 63 Trigger Proximity Reset 1 day
Effect This complex haunt grows each round of ongoing battle the PCs engage against any enemies in its area On the first round, there are faint distant (yet-near) sounds of arcane words, screams, and other sounds of battle that echo throughout the chamber, but no other effect.
-On the second round of combat, the haunt manifests more fully, "As you fight, you see dozens of spectral forms joining in the battle all around you, engaging in their own conflict with the faithful of Pharasma fighting against horrific odds as dozens of spectral zombies, orcs, and skeletal wizards flit in and out of view". Other than manifesting visually there is no other effect yet.
-On the third round of combat, the haunt gains enough strength to affect the characters directly. " Around each of the spectral priests the battle visually manifests more fully as the onslaught of ethereal undead move to swarm over each one. You can almost feel their battle bleeding into yours, as if the undead horde is aware of you as some of their weapons veer your direction." Each living creature is targeted by a spiritual weapon spell (attack +14 1d8+4) that can attack them anywhere within the haunt's vicinity and 1d2 rounds after they leave it.
-On the fourth round of combat, the haunt reflects the turning point of the former battle, "The ghostly panorama heightens in vividness around the swirling skeletal mages who utter words of power at the remaining priests and protectors. Looks of horror cross some of their faces though their is no immediate effect..." Each living creature in the haunt's vicinity is subjected to a dispel magic spell.
-On the fifth round, the tide appears to be turning against the priests, "Words of power are unleashed again and the dwindling numbers of priests are held in the air as if by unseen hands. As their weapons clatter to the ground, their armaments begin to float in front of them. Their protectors surge forth to stop the undead horde and their own weapons from attacking their helpless comrades.." All living creatures in the area are subject to a telekinesis spell with two simultaneous effects. The first attempts to grapple the PC while the second attempts to disarm them, both with a +14 CMB modifier.
On the sixth round, it is all but a slaughter in the Nave, " The swirling spectral siege plays out acts of battlefield horror before you as the phantom soldiers and clerics are burned by arcane magic, torn limb from limb by their re-animated comrades, cut by their animated swords, and stricken dead by their own animated shadows. Through it all, the high abbot of the abbey retreats backwards, toward's the altar, his face a mask of profane terror." For the duration of the haunt or until the PCs leave the area, each round they are subject to a random effect. The save DC on any of these effects is 23.
(d6) (1) Possessed: The PC must make a Will save or attack the nearest living creature that round ,as if confused.
(2) Phantom Evocation: Magical energy erupts around the PC, dealing 3d6 points of fire and 3d6 points of electricity. A Reflex save reduces the damage by half.
(3) Spectral Horde: The PC is attacked by 2d4 ghostly weapons this turn. Treat these attacks as if made by a spiritual weapon spell (attack bonus +14, 1d8+4 dmg).
(4) Telekinetic Confluence: A PC is subjected to violent thrust version of the telekinesis spell, hurling them 20 feet in a random direction. A Will save negates this effect.
(5)Shadow touch: Phantom shadows seek out the PC trying to sap their strength. The PC takes 2 points of strength damage. A Fortitude save negates this effect.
(6)Crime of War: The spectral mass depicts deeds of a particularly horrific nature. The PC is shaken. A Will saving thow reduces the penalty from the shaken condition to -1.
Destruction The entire Nave must be cleansed, restored, and stripped of its Urgathoan sacraments. In addition the site itself must be stripped of its ability to haunt the souls of those that die there, whether through magic or the complete re-sanctification of Renchurch.
Feast of the Fallen Haunt:
E5 Sancristy Substitute the following text for what's given in area E4, "The trail of blood leads to a pile of bodies that sits in the center of this bloodstained, rubble-filled chamber. What appears to be an altar covered with plates of food and cups of wine looks as if its contents have been left out to spoil for days judging by the amount of flies that buzz and clamor around it." Besides being a focal point of a desecrate effect, the breaking of the Grey Friar's spirit took place in this chamber. Over the years of bound imprisonment, his captors would bring him to this chamber to nourish him, giving him food and drink but eventually replacing some of his meals with rotten flesh and blood. This occurred several times until the truth was revealed to him, crushing his spirit and bringing him closer to Urgathoa's embrace.
Feast of the Fallen HauntCR 14 XP 38,400
CE Haunt (Area E5)
Caster Level 141th
Notice Perception DC 25 (to smell a delicious, fresh cooked meal blow through as if on the breeze)
hp 63 Trigger Proximity Reset 1 day
EffectWhen this haunt triggers, what appears to be a ghostly priest manifests next to the altar, sitting and bound in chains. As he reaches for the plates and goblets, the haunt randomly targets a PC in the area with a dominate person spell. A PC that fails moves over to the unholy altar and immediately begins attempting to consume the profane offerings on it. The haunt attempts to dominate a new PC every turn until either everyone leaves the haunt's area or everyone has eaten from the altar. Any PC eating from the altar must make a Fortitude save (DC 23) with a -4 penalty or be affected as if bt the spell feast of maggots. As this occurs, the ghostly priest also consumes the spectral version of the food on the table until eventually ceasing and doubling over. He continues this until all living creatures leave the haunt's area, at which point spectral maggots erupt from his mouth and he vanishes. The maggots manifest as a Rot Grub Swarm with the incorporeal sub-type, and immediately attacks the nearest living creature for 3 rounds before dispersing. Its infestation effect lingers,continuing until dealt with by the means listed in its entry.
Ghostly Rot Grub Swarm hp 85, incorporeal sub-type, fly 20
(Pathfinder RPG Bestiary 3, p215)
Destruction The altar must be cleansed and then a hero's feast spell must be cast and consumed over the altar.
Failure of Faith Haunt:
E8 Apse This haunt represents the dwindling faith of the man who came to be the Grey Friar.
Failure of Faith Haunt CR 14 XP 38,400
NE Haunt (Area E8)
Caster Level 141th
Notice Perception DC 25 (to feel a simultaneous warmth and chill)
hp 63 Trigger Proximity Reset 1 day
Effect When this haunt manifests, an ordinary-looking middle aged man materializes and appears to be channeling with his Pharasman holy symbol, "The hideous Urgathoan altar disappears, replaced by a crystalline piece adorned with spirals. Materializing before you, draped in vestments and dweomers of great power, what appears to be the high abbot raises his carved spiral holy symbol and calls upon Pharasma to bring peace to the falsely risen. There is a wave of energy.." Each PC in the haunt's area is affected as if by a Cleric channeling positive energy for 5d6 points of damage (Will DC 23 halves this, see below).
-On the haunt's second turn, as the ghostly abbot channels again, a shadow seems to fall over the area, reducing any ambient light by one step. "There appears to be almost a palpable border between the light and shadow, which grows ever in the favor of the darkness. As the side of light pulses with energy, deeper shade answers with its own tendrils of midnight. The abbot's face is a look of uncertainty and strain.." Each living creature in the area heals 1d6 points from positive energy (Will DC 23 halves this, see below)
-On the third round, "As the abbot channels again, a look of uncertainty crosses his face as darkness swallows the room. Everything grows colder and a wave of sickening energy washes over area to counter the abbot's power." ." Each living creature takes 1d6 points of negative energy damage (Will DC 23 halves this, creatures that failed their saves or chose not to save against the previous healing effects take a -2 penalty on their saves against this effect and the effects of the next three rounds. This increases to -4 if a creature chose not to save against both effects.
-On the fourth round, the lasts survivors of the fight in the Nave stand with their abbot, "A trio of ghostly warriors move to support the faltering abbot. Even as they do, the abbot's strength appears to be waning as he leans on a great altar dedicated to Pharasma, calling upon everything he has to counter the darkness" Each living creature in the area takes 3d6 points of negative energy damage (Will DC 23 halves this damage).
-On the fifth round, the abbot continues to channel against the inky black, only to be countered again by the strengthening source of the darkness. Each PC takes 5d6 points of negative energy damage (Will DC 23 halves this damage).
-On the haunt's final round, the abbot's resolve appears to break, and he runs towards the eastern door. He barely escapes but abandons his compatriots, who seem to crumble in a wave of negative energy. Each living creature in the haunt's area takes 9d6 points of negative energy damage (Will DC 23 halves this damage).
Destruction To lay to rest this haunt permanently, the Grey Friar must be destroyed and his remains must be buried in an area under the effects of a hallow spell. Additionally, the unholy Urgathoan altar must be destroyed and replaced with its old Pharasman equivalent.
Collapsed Conflagration of Terror:
E15 Ruined Cloister This haunt results from the loss of life, terror, and loss of souls that occurred when the ravener Marrowgarth aided in the initial assault on the Pharasman abbey. As a result, the dead do not remain quiet in this ruined area.
Collapsed Conflagration Terror CR 14 XP 38,400
NE Haunt (Area E15)
Caster Level 141th
Notice Perception DC 25 (to notice the temperature suddenly rise and the smell of burnt flesh)
hp 63 Trigger Proximity Reset 1 day
Effect When this haunt manifests, each PC hears a thunderous crash against the crumbled roof of the cloister. They must make a Will saving throw (DC 23) or suddenly drop prone and are treated as if pinned. Treat this effect as if being in the bury zone of a cave-in for purposes of actions allowed and escaping. To a PC experiencing effect, it appears as if massive chunks of rock are holding the character down. Characters trying to the aid a trapped PC can attempt to give a +2 bonus on the DC 25 Strength check needed to escape by succeeding on a DC 10 Strength check.
-On the haunt's second round, a wave of sweltering heat blankets the area, dealing 2d6 points of damage to all creatures within the haunt. Creatures buried underneath the phantom collapse take an additional 3d6 points of fire damage that bypasses any fire resistance or immunity they may possess. The smell of burnt flesh intensifies and phantom screams can be heard.
-On the haunt's third round, the necromantic energy unleashed causes the remains of those slain in the cloister to rise. Clawing their way from the ground are 16 Burning Skeletal Champions, which rise up at a rate of 2d4 per round. The skeletons are quite free to attack any PC restrained by the phantom debris.
Unhallowed Burning Skeletal Champions Pathfinder RPG Bestiary p251-252, as entry with following changes
( AC 14, touch 12, flat 12, +2 deflection vs. good, +2 save vs good creatures, Speed 30, 2 Claws +6 1d4+3+1d6 fire, replace feats Cleave, Power attack and Weapon Focus: longsword with Dodge, Nimble Moves and Weapon Focus: Claws (lose breastplate and shield).
Destruction The Ravener Marrowgarth must be slain and the bodies of those buried in the rubble-filled dirt must be recovered and properly buried.
Broken Faith on the Brink of Death Haunt:
F14 Scriptorium The final stages of the Black Friar's transformation occurred here where priests in service to The Whispering Tyrant used their magic to continually bring the former abbot back and forth from the edge of death, eventually driving him to renounce his old faith. Since Lucimar is responsible for this psychic trauma, he takes pleasure in using this chamber as a residence to unnerve any living guests that might visit him.
Broken Faith on the Brink of Death Haunt CR 14 XP 38,400
NE Haunt (Area F14)
Caster Level 14th
Notice Perception DC 25 (To hear whispers coming from the four glass tanks)
hp 63 Trigger Proximity Reset 1 day
Effect When the haunt manifests, the Whispers coalesce into hundreds of horrible truths. Each living creature in the room must make a Will saving throw (DC 23) or become fascinated. This effect persists for long as there are creatures in the room, expiring after 14 rounds. Fascinated creatures can defend themselves but take no actions while subjected to the duration of the haunt. Fascinated creatures see the following, "Each lectern suddenly seems to hold ancient blasphemous tomes, their pages open and baring their secrets. They surround the form of a bound man in a chair, the stricken form of an abbot. Pacing about him is the shadow of a half-man, half-wolf creature.
On the haunt's second turn, fascinated creatures hear a voice among the whispers (recognizable as Lucimar's if they have faced him) that speaks, "Do you hear their secrets priest? They speak truth from beyond your Lady's grasp! See for yourself!" All fascinated creatures are subject to an empowered inflict critical wounds (DC 23), as the ghostly abbot is stricken by a cloaked figure that strides into view. The abbot seems to die.
On the haunt's third turn, fascinated creatures are subjected to a breath of life spell (DC 23). Creatures subjected to this effect feel a certain wrongness to the effect; creatures that fail to save against this effect take 2 points of Wisdom damage echoing the madness felt from the abbot's moving back and forth between life and death so quickly. The voice speaks, "You're never going to her eternal embrace. You'll always get just within sight but never reach her, I promise you!Then you will realize her falseness!"
On the haunt's fourth turn, the events of the second round repeat themselves, cycling on the fifth round into the haunt's third round events. This repeats itself every other round until the haunt ends. Creatures that were affected by the haunt's effects must make a Will Save (DC 23) 1d6 rounds after leaving the haunt's area or act as if under the effects of a confusion spell for 1 minute, as half remembered truths spoken within the haunt take dangerous root in the PCs mind.
Destruction Both the Grey Friar and Lucimar the Lich Wolf must be destroyed and laid to rest.
Hope this helps anyone running Shadows at Gallowspire inspire their own ideas for haunts. I really want to do something similar for detailing the Whispering Tyrant as my PCs get closer and closer to Adorak, so we'll see what else crops up in these forums!
Its really a shame we can't sell you on Age of Worms; IMO as far as difficulty and story, its still one of the best. Don't get me w wrong, the newer APs have all been creative and clever in what they've put out there, its just that Age of Worms just had so many "Oh-crap!" moments in it per module yet it never felt stale, it just felt like the stakes kept escalating. Also, while the APs have had some decent book 6s, its hard to compare to AoW (or Savage Tide for that matter) in terms of epic-ness or how they addressed high level play (accounting for Wind Walk, Death Ward, and so many other blanket immunities common at that point). The final modules of AoW expect you to have multiple artifacts and wishes to get through to the end.
Keep em coming, Kalindlara! These are awesome!!!! (Still a good month before I get to run this. Winning the War of the River Kings is taking longer than anticipated.)
+1 to Blackbot. Don't worry about the system too much. I role-played the effects of the Trust score and never told my PCs what their exact score was. This allowed me more storytelling freedom rather than stating, "Your trust is 21, so he'll sell it normal price."
1)Said BBEG replaces Radvir Giovanni somehow and serves as his role in Ashes at Dawn. While this directly transposes the plan to actively wreck havoc on the vampires, it does create a problem in that once he's defeated, you still have another half of a module.
2) Have said BBEG serve as the catalyst for the development of the Bloodbrew elixer (instead of the Whispering Way), and have him among the Barstoi witches at the abbey. (I like this the best even if it increases the difficulty of the fight.
3)Have him as his own plot, replacing the witches with him. In this way, you can customize the abbey with your own encounters more thematically in line with this villain (maybe replace a couple of the wood golems for an alchemical golem).
There is a lot of material available about the module itself on this board, most notably the DM thread (which explains a couple problems with the module, like Radvir's unlikeliness as written to be able to capture vampires). The writer, Neil Spicer, has been quite pro-active in responding and giving feedback about the module, so there's a lot of good stuff in there. Beyond that, I did a few things for the module here. Here is a review I did for the module, and here is a thread I wrote about expanding Caliphas. Hope that helps!
The biggest change is made to one of the monsters in the early books that was responsible for more TPKs than all the other hard encounters in all the APs combined. (excluding Age of Worms). A few of the other encounters in Anniversary Edition are easier as well
such as:
Mokmurian, and High Lady Athroxis (who has a Glabrezu minion instead of a Shemhazian)
8 bit for me: I love MM2. I think its one of the best soundtracks. However, for the sake of variety, I'm gonna pick the first Castlevania. I've used metal-ized versions of all the tracks in that game to highlight my Carrion Crown campaign. Nothing like a heavy metal rendition of 'Wicked Child' or 'Vampire Killer' to get the blood pumping.
For 16 bit, Final Fantasy and Super Castlevania are awesome, but I am a huge fan of Super Metroid. Not only is it a flawless game, but it has some of the creepiest music I've heard on a console. Play this track when describing Illmarsh and watch your character's sanity erode like a rotting sandbar into a hopeless sea.
I'd like to see a Leukodaemon; there's a fair amount of adventures that use them. Really, any of the daemons and devils would be excellent.. qlippoth for that matter (though giving tangible, physical forms to creatures of raw chaos is always a dangerous proposition).
My group and I just completed Neil Spicer's Ashes at Dawn. Here is what was liked, what we (or I) didn't like, what I added and why. It should be noted that I made a few additions due to my PCs attaining a mythic tier at the end of the previous module's climax. This didn't really effect encounter balance too much, and I was even able to use the themes in Mythic to expand upon some of the aims and motives of the prime antagonists of the module. This was due to the excellent structuring of the fights, allowing a GM to escalate an encounter with the addition of enemies in proximity to the fight. Even those that don't escalate have excellent flavor
WHAT WE LIKED
You Can Play it both ways
Honestly, I wasn't sure which way my players were going to go with regards to this, so having the option to play either with or against the vampires was a bold move in my opinion, and with a little bit of fine tuning for each group, pays off in terms of role-playing opportunities and combats. Even if a DM doesn't want to structure the vampires as they are, there are a good half dozen stat blocks to mix and match in the module. For having to chew up so much word count for enemies that have to be classed by nature, the vampires all have unique and memorable flavor while still being transposable.
Caliphas
What's written for it within the module and in the gazetteer are fantastic in terms of re-establishing the Gothic mood as well as giving a DM the tools to setup their own expansions (which I did to a degree. See here). I liked the imagery of fog-shrouded castles sky lining dark streets thriving with decadent nobles. My players dug it as well. It should be noted that I also used Rule of Fear to further supplement the information above, providing a shadowy backdrop of memorable locales and personalities.
Vampire Culture
Half my players and myself are old World of Darkness (second edition) players
, so the individual vampire personalities resonated strongly with imagery of some of the vampire clans in that particular world. I ran with that of course, even having some of the various spawn work different than normal in terms of powers. My players chose to work with the vampires, which made for fantastic role-playing opportunities, especially since one of the players is a Dhampir. Good job on making the vampires memorable, which I think they would have been even without mythic and other back-story elements being added.
DISLIKED:
Vampiric Powers defeated by spells common in horror campaigns
Not so much of a gripe about the module but about Pathfinder Vampires; at the level you begin encountering them, its quite possible to have blanket immunity to their powers. Protection from evil and death ward stop all of their supernatural powers, leaving only the sum of their class levels. This makes a single vampire an easy fight for the most part. Fortunately, there are no single-vampire fights in the module (maybe Radvir, but why would he when he's right next his spawn and the mimics). That aside, there are a number of statistic blocks of different vampires (alchemists, brawlers, and archers) in the Ashes at Dawn DM thread to also throw buffed PCs for a loop. The brawlers in particular are fantastic, behaving exactly like a vampire should; they can actually grab someone and drink their blood without provoking, something I think a vampire should be able to do anyways.
Don't let them fight alone
With the three big bad evil guys, its possible to read the module literally and think that each person waits in the room where you encounter them. While in Aisa's case she has the Blood Knight and whoever it fights in direct view of her, the other two (Radvir and Hetna) are not so lucky. Remember guys, these are all supremely intelligent individuals who know what four experienced hunters can do to one single person (i.e. they understand D+D mechanics as far as their actions and survival) and also know that when outnumbered, its best to get reinforcements or delay the group until their protective magics run out. This might escalate some encounters, but it makes the game more believable and more horrific at the same time. Also, don't underestimate what a group of 11th level PCs with decent wealth and a slight dedication to killing undead can do, especially ones armed with a disrupting, undead-bane artifact.
ADDITIONS (STORYWISE FOR MYTHIC AND A DHAMPIR):
Curing Madness with Conte Ristomir:
Spoilered for Length: On Curing Madness, Dracula, and Shortening a Trip to Caliphas:
Our Dhampir player previously had interactions with Ramoska Arkminos in Trial of the Beast (I had introduced him as a supplier who could procure expensive inflict potions for him in trade for his blood), so I wanted to follow up on that interaction by introducing his employer. I had an agent of the Count contact the PCs after the events of the previous module, arriving in a black carriage and explaining that they were being hunted by the Whispering Way and that their master would provide solace in return for a favor. I then triggered the fight with Barliss Rask (Dullahan), having him reinforced by three other riders (Lich, Graveknight, Wight Lord) to overwehelm the PCs. This resulted in a running fight, with the Dullahan defeated but the other PCs having difficulty due to their madness. Since two of the four PCs had permanent insanity resulting from the previous module, accepting the Count's offer seemed the wiser course rather than trekking overland to Caliphas while being hunted and half the party insane. (The fighter had Multiple Personality Disorder, emulating the personalities of slain PCs while the Dhampir had Schizophrenia, believing that the human members of the party wanted him dead.) They escaped the other three riders via the carriage Shadow-walking then met with the Count. I used this encounter to gauge my PCs reactions to working with vampires, then used the backdrop of the castle to run a 'madness-curing-session' that as best as I can describe was a combination of Dracula and Flatliners. I had two afflicted PCs enter dream-like trances induced by alchemical regents where they relived events that composed the essence of their afflictions. In both cases, a few skill checks and Will saves were made during the course of the visions to represent their coming to understanding and overcoming the madness. The other two PCs were allowed to aid these skill checks with Heal and Diplomacy. They also had to defend the camatose PCs against the deprivations of some of the castle's less obedient servants (vampire spawn, and the like). This made for an awesome, off-the-rails session and helped setup some additional motivation for the next module. In exchange for the help they received, the Count tasked the PCs with finding Arkminos, who had gone missing on a contract in Caliphas. I then had an old teleportation gate provide a quick means of arriving in Caliphas, specifically in a basement attached to the Quarterfaux Archives, where lurked...
Nightskitter in Quartterfaux Basement
Other than the previous fight with the Dullahan, I was still unsure how powerful Mythic was, so introduced an extra fight before the main plot of the module began. This was the Nightskitter, an awesomely challenging Nightshade from Undead Revisited that proved tough, yet not tough enough for an 11th level party with one tier under their belt. I used the aftermath of the encounter to introduce the curator of the archives, a couple members of the Esoteric Order of the Palantine Eye (our bard PC is a member of the group), and generally began turning them loose into Caliphas, running the module as its written with some further expansions.
Vampire The Masquerade Tropes I played this up to a large degree as far as each main vampire encountered (Marrick Sais=Gangrel,Luvick Sievrage=Ventrue, Lady Evgenya Zunaida=Toreador, Radvir=Brujah), going even so far as to altering some of the powers of the Advanced Spawn so that removing the bonus in one stat resulting in an additonal power (like giving Merrick's spawn no bonus to intelligence but additonal armor in the form of barkskin. In this way, it made it more memorable when each set of spawn and their master were encountered. I omitted Desmond Kote from the vampires above because I knew his presence might start a fight, so I instead used him as an enemy in a later part.
A Player's PC Dhampir Backstory As I've written here, there's a lot to consider if you have
a Dhampir PC in the party. For my part, this paid off at the Noblemen's Stitch where the Dhampir's father, after being used as a red herring in the murders, was chained up in a vampire death-trap room (ropes tied to curtains, a triggered create water followed with control water trap and a dimensional lock in place.) This allowed me to have another personality who could expand on the goals of Radvir and the witches without directly having them do an unnecessary villain monolgue.
Involving the Churches and (pre-)Killing a Paladin:As written the Church of Pharasma seems kind of ineffectual in not only dealing with the vampire murders but also helping against the Whispering Way as a whole. I try to explain the reasoning for this in the aforementioned “Expanding Caliphas” thread I wrote, yet still had a hard time telling my players that one of the most powerful clerics of a religion dedicated to destroying the undead wouldn't help them in wiping out a group of vampires. Fortunately the Pharasmans aren't the only gang in town; there's also the Church of Iomedae. In this regard, I had relations between the two churches on good terms, further deciding that it would be awesome for the fallen vampire paladin (Halloran Indriss) encountered in the Abbey's basement to accompany my PCs as a living Paladin before his demise. In this regard I had favors exchanged between the two churches that allowed the Paladin to accompany them into what would be a glorious battle. In the big fight described beneath, I was able to have the Paladin die to Energy Dtain and then have his body retrieved by the plot's antagonists. A tricky act to pull off, but ultimately one that worked well.
The Urgathoan Vampires (The Biggest Plot Deviation)
This is long but involves the use of Mythic in the back-story:
Since I am utilizing Mythic, I wanted to add that element to the story aspects of the module. I did this mainly by making the primary characters (Ludvick, Aisa, and Radvir) Mythic, yet I needed reasons for this power to exist within them. With Ludvick, I decided his very nature and age afforded him unquestionable access to such abilities. I decided that his heightened power afforded him jealousy from his main four children. These were Radvir, Merrick, Evgenya, and a fourth vampire I introduced who wasn't part of the vampire underground, Averith. I decided that she exuded the most willfulness of his children, and thus took to traveling the most among them. It is she that wanders the mountains of Virlych, discovering the Blood Knight Konas Esprillon, who is Mythic by nature of his service to The Whispering Tyrant. She comes to worship Urgothoa and seeks her way to free herself from Ludvicks's control, using the Blood Knight and her clerical powers to augment herself with Mythic Tiers. She begins discovering a crude way to transfer this power to other vampires though the results often end in screams and ashen remains. Radvir discovers this and attempts to bargain for the secret to her power, but she refuses. He contacts the Whispering Way, who set about an elaborate plan. They kill the Dhampir PC's mother, framing the murders upon the Urgathoan vampires. The Dhampir's father, a powerful vampire noble, wants revenge but knows that Ludvick won't take it on his own daughter over a human. He confides in Radvir to go after the vampires, who agrees with the aid of his new allies. The Whispering Way's more powerful monsters and the two vampires assault the Urgathoans but while some are reduced to ashes, it is clear that the Blood Knight is the primary goal of the entirety of the group except the PC's father. The group of necromancers easily take control of the Blood Knight, and Alverith, bereft of her most powerful guardian, flees to the deepest depths of the catacombs with her surviving followers. This sets up the disappearance and reappearance of the PC's father in the module's context.
I had both the PC's father and the Urgathoan vampires serve as Red Herrings for the vampire murderer. The Urgathoan cabal consisted of the Death Priest given the vampire template and Five Tiers of Mythic Vampire, the sample Mythic Vampire in Mythic Adventures, Desmond Kote (re-skinned as an Urgathoan Inquisitor), three vampires swiped from the Council of Thieves AP (again re-skinned Urgathoan), and the other four vampires presented on the DM thread and in the bestiary. Wish I'd had the Monster Codex when I ran this, but in total, 10 unique vampires and 16 Advanced Spawn. They lurked in the deepest catacombs beneath the city in the remains of an abandoned theater and required the Dhampir's vampire rival (home-brewed Duelist, Feisty Hotspur re-skinned as human and given vampire template.) to guide them to it. This is the fight where the PCs lose their paladin ally to the vampires before Radvir (who follows them) shows up, kills the Dhampir's Rival (who he had just reconciled with), grabs the Paladin's body, then flees to let his allies prepare an ambush for the returning PCs. This helped me to set up the fact that Mythic power was being used among some the of the vampires and involve the Dhampir personally against Radvir.
Mythic Wight Lord
I took the Wight Lord from Undead Revisited and gave him four Mythic Tiers as well as a half dozen mythic wights from Mythic Monsters: Undead to setup an ambush on their way back from their strike against the Urgathoans. I began to realize that the biggest thing Mythic monsters need is survivability, whether the ability to avoid an attack, re-roll a save, or survive a high damage critical hit. Good fight nonetheless, and helped whittle down my four riders from the beginning to two.
Vampire Freedom, Mythic, and Elixirs A big theme I continually highlighted throughout the module was freedom versus blood-bound slavery that the vampires represented. In various dialogues, I reinforced the fact that vampirism was a form of slavery; one would constantly be enslaved to their hunger as well as the will of their creator. In this way, I gave Radvir a real, almost human reason for rebelling against Ludvick and setting so many other spawn “free”, though in a way, the drug that frees them represents a form of slavery all its own. To further up the ante, I decided that what truly made the Bloodbrew Elixir insidious was that it bestowed real power on its user temporarily, in this case Mythic. I felt that a small army of Mythic Vampire Spawn would constitute a real threat that would have to be dealt with whether by the PCs or by proxy. With the Blood Knight being Mythic, I had his blood be the catalyst for the creation of not only that elixir, but also a second kind, a potion that Aisa used to fuel her ascent into vampirism. This got me thinking about the overall plot of the module with regards to the AP itself: What if the endgame here was a potion that could turn a mortal into a vampire simply by drinking it? What if such a thing was to be used as a backup plan in case the Carrion Crown failed, what if they simply needed any sentient undead related to Tar Baphon to be present atop Gallowspire and accept his soul? It made sense to me to have the organization possess contingencies in case their main plot failed, and further helped cement the goals of the Whispering Way beyond “lets mess with the vampires because they might be enemies when our plan comes to fruition”. Finally, it let me give my PCs an ever-present physical temptation that could give them unspeakable power at great cost. This was not the only temptation of vampirism I presented, and the role-playing between my players discussing such things was utterly fantastic.
ENCOUNTERS
Encounters that I would have changed
-Bone Devil Trap:
Stopped by a bard, essentially. Never underestimate the power of this class, especially when they absolutely have to make a skill check. Not that I would have changed the encounter, it just never got triggered. I'm probably just being critical because I knew that it would have been a good fight had it happened.
-Invisible Stalkers:
I just wish these creatures could do more than they can. Even having four of them gang up on one PC, there's still the issues of mirror image, blur, and the ease with which a 12th level PC can see an invisible attacking creature (only DC 20). I had this fight occur while the party was engaged with Hetna and her guards (the Dhampir tried to take a piece of bone from the Oothi's skeleton as a 'threat'), and they still weren't enough of a threat to seriously hinder the players In hindsight, I would have put that new-fangled glyph from the ACG that lets you attach a hex to it on the bones, then perhaps summon something worse, like an Advanced Leukodaemon.
-Spirit Nagas:
In my opinion, where you encounter them in an anti-climatic afterthought to the main fights of the abbey, yet there needs to some form of guardian if the PCs take the alternate route in through these caverns (my players didn't, and did the typical top-to-bottom sweep). In this case, I would keep them if your players enter through the sea-side caverns, omit them if they've already fought Halloran, Aisa, and Konas.
Good Encounters
-Barliss Rask (Dullahan):
I gave the Dullahan's fighter levels to a Mythic Dullahan from Legendary Game's Mythic Monsters: Undead but other than the distant approach of three other horsemen ran this encounter as written. A good gauge to the powers and prowess of your players and a good setup for the module's path.
-Greenhouse of Doom:
Remember that if you have either Quinley in the party or a Dhampir with back-history, you will need to inform the PCs of the reason for the vampiric druid's stauch defense of her “grove”. There is also the issue of the high probability of a fight taking place in the daytime, in which case the DM will need to remember the druid's power over plant-life, cover, and that sort of thing. Without even altering it, all the tools are present here to make an awesome fight: a powerful singular guardian paired with a beefy monster and a number of minions to boot. In my opinion, this is meant to be a dynamic encounter, using all the tools at the DM's disposal to challenge their players. I of course used some of the alterations found with the DM thread, including an additional group of 7th level adventurers (nature lovers) and a number of advanced Topiary Guardians (from that module's bestiary) to augment Merrick to account for the Mythic tier my PCs possessed.
-The Nobleman's Stitch: A fun, dynamic fight to run. Remember about the lighting effects of daylight similar to the Greenhouse encounter, utilizing tapestries and heavy curtains to block sunlight where necessary. For my part, I changed the guards for a group of adventurers who had been charmed by Radvir and substituted some of the vampire sorcerers for alchemists, adding a Vetala Vampire contracted by Radvir to serve as the shop's face. (These additions are in the GM thread). Again, enough tools here for a GM to craft a good fight.
-The Nabassu:: I didn't really have high hopes for these guys, especially since I knew my PCs would likely be buffed with death ward and protection from evil, rendering most of the creatures' spell-like abilites useless, if not their powers. Surprisingly, despite the presence of the aforementioned spells, it was still kind of an interesting fight; some fai;ed saves against paralysis occurred through the combination of the ghouls and mass hold monster, while the creature's sneak attacks and silence kept the healing from not being quite-so-automatic from the Life Oracle. There is the slight chance that your entire party could have an unlucky round against paralysis, which makes this worth running.
-The Basement Vampires:
Couple of changes in my game: I made an alchemical mist-maker (like dry-ice) fill the big basement room with 5-foot-deep fog, then had the vampire spawn (huffed up on Mythic juice) and remaining vampires use their stealth and gaseous form (even attacking from prone to confuse their position) to harry the PCs. Made for an awesome fight that continued into the encounter with Radvir.
Radvir Giovanni
I hear he's quite effective when used as a hit and run rogue, but for my group of super-powered badasses, I decided to use a really dirty build to account for his ability to to single-handily take down vampires (others have pointed out the unlikeliness of using a wand of halt undead to accomplish this). I used the Tetori Monk rewrite in the Ashes at Dawn DM thread, which worked extraordinarily well. Between his grapple abilities, Body Shield, and his other feats, he proved quite an awesome fight, one lasting about ten rounds. If you think your PCs are having an easy time of it, use this substituion; just be careful, he's TPK material if played correctly.
Coffin Mimics:
I purposefully avoided having the mimics encountered in Trial of the Beast look like coffins so I could use the ones here. While they almost got the fighter, the memorable part was them surrendering and offering information in exchange for their lives. Overall, a fun one to run.
Glabrezu:
At the level you encounter him, the Glabrezu is a great, unexpected ecounter with lots of tool for a DM to use. In my case, he joined the fight with Hetna and her guards on the upper levels, using his summons and spell-like abilities to great effect. He eventually got annihilated by a critical hit, but not before nearly dropping two PCs.
Hetna Dublesse:
As stated above, don't let her fight alone; the nature of her hexes and spells insure that even if she locks down one PC, she still has three other ones to contend with. Witches have a strange spell list, so using what she has, its best to play her at range and use her minions to provide a melee threat. In my case, this was the entirety of the upper floor's enemies, but due to the length of the fight, made sense. She was nearly dropped (thanks to the bell trap of all things) but teleported away, only to die at her sister's vampiric hands.
Charmed Guards:
A decent stat block for the pre-NPC Codex , which can substitute these stats with a different 8th level NPC of another class with ease. They pack a decent punch, work alright in groups, have an okay ranged option, and are believable mooks for the witches and Radvir to have charmed. For my part, I made heavy use of the NPC Codex and NPCs from the GMG to substitute some of these out for different builds, though in the case of the abbey used only the printed adventure's due to the number of encounters that were likely to join together. Remember guys, just because they are charmed doesn't mean they are stupid. If they are looking to defend someone from intruders, they are going to move to and setup positions of superiority and use them to their advantage.
Falling Bell
Things like this are the stuff that I love to have present during any combat encounter: An obvious trap that can be utilized by either enemies or the PCs depending on their positioning. In this case, our Dhampir PC used it to whallop Hetna, forcing her to flee. In my opinion, traps always work the best when they are part of the environment of a fight and are either so obvious as to be usable or hidden enough that the PCs don't have time to look for them while fighting, triggering them during the fight.
Witchfires:
My PCs negotiated due to the mutual desire to end the plans of the Barstoi Witches and a fight was avoided. They already knew some of the backstory of Oothi, so this let me expand upon that a little bit. My players wanted to come back and clear them out, but the “rapid timeline” of the next module's events has assured that there going to leave them and go straight to Virlych. I like encounters that don't always end in combat, despite the obvious natures of its opposing sides.
Konas Esprillon (Blood Knight) As written, a very effective bruiser who should buy time and actions for Aisa to buff herself and eventually join the fight. What can I say, I know he's a templated 12th level fighter, but the artwork, flavor, and special abilities won me over. This was before I even added five mythic tiers, which made him an absolute beast. I will post his Mythic stats as well as Aisa's in my mythic additions for Carrion Crown thread.
Aisa Dublesse
I had similar problems with Aisa that I did Hetna, but in this case, the help augmenting her was a lot more effective than the charmed guards. I used the Blood Knight, all three Elemental Gems, and an Advanced Leukodaemon summoned by her scroll of planar ally to give her the range and time to be effective. Like Konas and Radvir, she had four mythic tiers to help her power level and a couple of different gear choices. Overall, my players really enjoyed the fight. My only gripe is the nature of witches as bad guys; most of their spells are save-or-suck, so either your PCs roll well and nothing happens or the exponentially get weaker with each loss, probably resulting in a TPK.
Wood Golems While this was an 'after-fight' (a term I use for battles that take place after the biggest fight of the module), I kept it intact due to the awesome flavor of the golems (stakes for arms). My PCs chewed right through them, but again, as long as a speedbump encounter is well detailed (which the room where you encounter them is), I like keeping it. Great flavor here.
Halloran Indriss I recommend pairing him with any vampiric survivors show he can spend the first few rounds trying to fight his vampire nature before it or Aisa's commands take over. Even still, since my PCs were completely depleted at this point, it made for a dicey fight when the ex-paladin actually decided to defend himself. Eventually, he was defeated, Aisa was killed, and Atonement was cast on him. Now to figure out what fight he will suicidally give his life to in the next module to repay his debt to my PCs… A great role-playing opportunity, good enough that I foreshadowed him earlier in the module.
In my opinion, this module was one of the stronger ones of the AP. This was due to the excellent writing, encounter diversity, and the ability to come at the story from multiple angles. I really want to thank Neil Spicer for being present on these boards to answer questions about what was printed, left out, and the backstory of some of the different elements within. Now, to take a slight break to play my Half Orc Inquisitor in War of the River Kings, then its onto the final part… Shadows at Gallowspire!
Amazing work on both. The gnome's eyes really stand out and make him creepily awesome. Getting more female miniatures that aren't cheesecake is always a step in the right direction, at least in my opinion. Great minis!
154) Raise them, then force them to take the Starstone Test. After that, you're either out 50 goblins or become herald to a new god. (If a drunk can do it...)
My group finished "Ashes at Dawn" yesterday, and I plan on writing a review of it as I have for the last four modules of the AP. I realized from the "List of Community Created Content" thread that most of my additions were scattered all over the forum, so here's an attempt to consolidate everything. As soon as I complete a freelance project (which is almost done), I will add my review of the fifth module as well. Hope this helps other DMs with some of the expanded material and tips in the first two modules for having 5 playes.
151) Raise goblins as own, find some sort of cave and stronghold. Have goblins interbreed in about two years and begin nurturing their destructive tendencies. Then attack Sandpoint.
(Can't believe no one's thought of that)
Ventress' story was told in the Force Unleashed game series, although it is rumored that she will show up in the new Star Wars movies.
No, that's Mariss Brood, Shaak Ti's apprentice. No one knows what happens to Assaj after the aforementioned episode. Same with Cad Bane, Darth Maul (though he gets a comic adaptation of what happens after losing to Sidious), Captain Rex, and Aurra Sing. I'd love any of these to return, especially Cad Bane.
For those following at home, here's a link to an Older Thread that discussed some of the more heinous monsters in the Bestiaries. I believe that Ashiel was an affluent part of the conversation there as well. Here's another one, more recent.
Oh, I can claim credit for that!
Here's the link for that. Sorry, I rarely chime up about the stuff I do, but I remembered a lot of what you describe, so there you have it.
Okay, this is cool enough that I absolutely have to report it. During the fight against Hetna Dublesse which began with the charmed guards, combined with the invisible stalkers and ended with the joining of the Glabrezu (which got off two Vrock summonings), Hetna used every trick she had to try and put down the party. Their saves were really well rolled, and eventually the Dhampir Magus managed to corner her inside the bell tower. Using the spell Arcana Theft, he successfully targeted her and stole her Cloak of Dreams. She then rolled her save against the spell and fell asleep. Since the fight was in midair, she fell off her broom, plummeting to the ground, ending her turn prone on the ground but awake from the falling damage. The dhampir then flew up to the bell, which he theorized has heavy and easy to cut. It is, and the giant bell fell on Hetna for about a third of her hit points (10d6, which she failed the save on). Fortunately, she escaped to her sister's side, but as per the module, Aisa's gonna drain her dry. A heck of a fight, but its gonna be a warm-up for the mythic version of Aisa and Konas Esprillion in the catacombs...
Hello Leech Swarm. Why not take 3 kinds of ability damage (one of which is Drain) on a CR 4 critter? Oh.. its aquatic, so good luck getting off those fire spells at the levels you are likely to encounter them.
Tick swarm is like its big, evil brother. Anything with blood drain on a swarm is potentially lethal.
I have been running Carrion Crown as well as play in a Kingmaker game, and both I and the DM from that instituted a maximum 5 buffs per PC rule, which has made the choosing of which buff might be the most useful a fun tactical decision besides the usual 'buff everything, be immune to 90% of the effects, and stomp everything with un-typed damage and conventional ranged/melee attacks within 2 round' fights. Even in Carrion Crown, in which my PCs have 1 mythic tier, the horror factor has persisted due to the fact that someone has nearly died every session, even at level 12. I think a buff limit should be considered for 'Unchained' as something beyond a houserule.
That said, I don't plan on allowing my PCs to advance past the second tier of Mythic, in largely thanks to your cautionary tale, Magnuskn. Thank you again for consistently posting this journal. While I own the WotR AP, I hesitate even further to run it now, at least not without some of the heavy overhaul suggested by others.
Thematically speaking, having two sides on a conflict engage in an epic fight for the ages (i.e. mythic) shouldn't be resolved in less than six seconds. While its true that a lot of fights in PF can be as short as a round or two, Mythic accentuates this to such an absurd degree as to not even be believable. The problem isn't with both sides being fair, its the fact that both sides are armed with thermo-nuclear detonators that end the fight on their activation. This is okay sometimes, but when every single fight (and the from play journal, sounds like what happened) devolves into it, it looses everything that should make Mythic feel.. well, Mythic.
A Wendigo. What, you thought the consensual imagination of thousands of players wouldn't give life to something? Now for some Vekkers stand-ins... (Don't eat each other, Paizo-nioans!)
This is sort of 'Dragon-lancey', but I'd love to be able to journey Azlant right before Earthfall. Between there, Thassilon, and some of the other lost kingdoms, you could weave a pretty effective narrative about the events that brought about the cataclysm. Double bonus points to anyone that could write the module where the PCs interact with that history, whether they are responsible for some of what happens or happen to prevent a worse future than what follows (like the entire world being destroyed instead of altered and covered in darkness). Also, since the landscape gets so fundamentally altered, it'd be neat to try and re-discover lost sights that were prevalent before the catastrophe.