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deuxhero wrote:
When reading that bit one of my first ideas was making a "Board of Governors" of the entire city (aint no rule the council has to consist only of those families, it has to be unanimous or the board have any other power). Carliss's situation stops that from working unless there's some distant relative who has a claim in the city, but I doubt Cheliax would go for broke on the chance one line is truly extinct.

There isn't a rule that anything has to be done a certain way. You can change things any way you want as it's your game.

But, if you're going exactly by what the books say, page 23 of book 5 tells you that that the responsibility can be passed on to a legal heir even if the person isn't of the original family's blood (otherwise Laria wouldn't be on the Board), it also says that the vote doesn't have to be unanimous, and that House Thrune consults their copy of the Cheliax Covenant (which requires getting another copy of it from Odexidie as Queen Abrogail I destroyed House Thrune's original copy), and consult mortal and infernal barristers to confirm that what the PCs/Lord-Mayor are saying is correct.

Having the entire city vote could be problematic for the contract as it would mean the PCs likely don't have to go visit Odexidie, the language involved would have to be incredibly specific as to who counts as "being part of the city," and that set-up likely wouldn't have worked for the original intended purpose as Abrogail I intended to convince or force the Board of Governors to ratify her as the Lord-Mayor and doing that tho the entire city would be harder (if not impossible) and would take too long if she was in a rush to exploit the loophole.

Contracts: The various local representatives need to sign an agreement with Kintargo otherwise the areas of land that they represent still belong to Cheliax and the Chelaxian army can come and go from those areas as they please.
The Kintargo Contract makes it so that Cheliax can't attack the areas that are considered to be in Ravounel rather than Cheliax.

Odexidie: Do the PCs know which families make up the Silver Council? Because unless the Silver Council formally says that Cheliax isn't allowed into Ravounel then the Kintargo Contract isn't enacted and Cheliax will be able to send their army to reclaim the area.
Odexidie has this information, the contracts do not.

Book 5 feels like a lot more "make work and go up levels" than the rest of the books.
The warehouse mission was was of the best missions in my game! I changed it so that's where the group fought Hei-Fen. But that had nothing to do with why it was memorable.
The best part was a baddie casting "Hold Monster" on one of the PCs, the PC failing their save, and another baddie doing a coup de grace, killing the PC. (He got better before the end of the round, but it was awesome.)

From a comment Paizo made in the campaign comments section:
"The Poster Map Folio is a reprint possibly with some updates and might get an added map!"

And when someone asked "It looks like the flip map stretch goal is just a picture of the current Noble Estate Flip map. Is this a stand in image, with the final product being a unique flip map for the kingmaker adventure?"
Paizo responded with: "That's just a placeholder image for the crowdfunding campaign. The final product will have new art."

I can't link to the comments, but they're all on page 14 of the comments on the crowdfunding page.

People that are saying a GM should never fudge seem to be trying to say that when a GM fudges a roll it's usually in the GMs favour rather than help the players.

So I have a new question!

If your opinion is that a GM should never fudge are you assuming that fudging GMs are usually doing it to hit the players more/have monsters succeed on saves more often?
Or do you think that when a GM fudges a roll they're usually pretending to roll less so that when they're on a hot streak the monsters aren't going to kill the PCs?

People that think it's okay to occasionally fudge a roll: Do you think it's okay to fudge to the detriment of the players or do you just mean it's okay to occasionally fudge to help the players a little if they're not doing so well/you keep rolling really high/you designed a fight that's harder than you expected?

thejeff wrote:

Note that the Anderos salve and mulibrous tincture only change secondary sex characteristics, unlike the Elixer of Sex Shift.

They're essentially a fantasy take on hormone treatments.

Right! I forgot and then missed that it was just the secondary characteristics!

The image for the flip-mat is a placeholder as the actual one isn't completed yet.
Th Map Folio will be the same (or at very least very similar?) to the original Kingmaker Map Folio.

I'm with Derklord (except I have my players roll their initiatives. They're all aware that initiative doesn't necessarily mean there will be a fight.)
Combat Manager makes it so that I'm able to GM. I couldn't imagine running a game above level 7 without it.

Madokar Valortouched wrote:

It's just a writing project I'm working on. I started once I heard about the Scarlet Triad trying to establish an underground slavery ring in Kintargo. But once the AP reached that point, it was further established that the Silver Ravens who freed Kintargo in Hell's Rebels were exploring the Darklands with Shensen.

So I'm tweaking the short story I'm writing so that only one of the Silver Ravens is still in Kintargo while the rest of Ravens are in the Darklands.

Ah, gotcha. I missed your earlier post where you first said that you were writing a story.

I pay attention good!

Yqatuba, I believe you're looking for Anderos salve and mulibrous tincture.
I know which AP you're talking about, and this item doesn't quite match up as it becomes permanent after 6 months... There's a certain NPC that would be the type of person to sell a slightly altered version of that item that wouldn't become permanent.
(Either that, or the little reptile was lying so that the other NPC thought they had to keep going back to get more.)

Wait, I read your post again and realized I'm either wrong or you reversed the genders by accident.
Regardless, that item will work, but I'd remove the 'permanent after 6 months' line.

Madokar Valortouched wrote:
...Still, I like the climax of the short story, so maybe not ALL of the primary Silver Ravens went with Shensen to the Darklands.

Which short story?

Did I miss something somewhere?

As others have said, Campaign Traits are for specific campaigns, and typically for a reason.
Also, they're often a little better than other traits. (I assume this is to have them appeal more to players in the campaign they're for so that the players are more likely to take them and have a better connection to the story.)

Example of Campaign Traits being a little better: The Trait "Criminal" gives you trap finder as a class skill with a +1 bonus but, unlike "Trap Finding," doesn't allow you to disarm magical traps.
(There's also a few region traits that give you trap finding, if you'd rather be from somewhere specific rather than a criminal.)

Mapped it in MapTools because a physical map would be too big. (Plus, I use MapTools for my group anyways, even though we all get together to play.)

These thoughts all align with my thinking too, but I was curious to see what others thought, just in case.
(The cost is a major part in why I was thinking it wouldn't work. Thank you for the thorough answer and math, Azothath.)

If someone were to make a Mask of a Thousand Tomes invisible would the wearer be able to see normally and still gain the +10 to Knowledge checks?
The blinded condition appears to be from the mask not having eyes in it rather than a supernatural effect.


Leedwashere wrote:

I changed the ending of The Slave Trenches to make it more epic, and the sort of encounter that I haven't seen much of in Pathfinder: a hold the line and run out the clock encounter with combat that lasts the whole five minutes of game time. I also slightly changed the nature of the sun disk plaza to set up scripted world-events every few rounds or so to make it clear what was happening. Here's how I set it up:

First I added a series of 10 obelisks spaced more-or-less evenly around the perimeter of the disk. Each is 10' in diameter and bends outward toward the top so that when viewed from above it forms the sort of points you might expect to see from a stylized sun.

Did you draw the map you used for this or did you use an electronic version?

And if you happened to use an electronic version, do you still have it and are you able to share?

I love this idea and fully intend to use it in my campaign as well.

If the players don't share the loophole the portal Odexidie opened doesn't close and many sorts of terrible things can come through to Kintargo.

I really don't like the idea of traits that are unlocked if you finish an AP :(
Partially because I worry that they won't be obvious enough and get mixed in with the other traits (unless they're called "completion traits" or something), and partially because it feels like they'd be full of spoilers for anyone that sees the trait before playing through the AP.

Talking about how it affects the world would be really nice though, that way you can alter the world accordingly. Similar to "what the if PCs lose" it could be "what happens when they win" and have a nice write-up about how the world was impacted.

Or more details on NPCs. The write-ups for the NPCs in the later books of an AP are mostly stat blocks so their backstory and what-not doesn't really include much information. Having more details, especially for the enemies in the last book, would always be appreciated.

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You know what I learned while running my game yesterday?
If you spread the blood of a freshly killed basilisk onto a character that was petrified by a basilisk the character is restored to flesh!

Great tips roguerouge! My players, who are on their 3rd AP, still haven't learned some of these. (Eg: melee characters keep refusing to learn a ranged option or something to allow them to fly.)

One of my players went to the temple of Zon Kuthon in Kintargo (after book 4) and had that exact piercing done. It's a great item!

And because it's worth mentioning: Latrecis and I run our games differently. Neither are wrong, they're just different. And I still think you didn't do anything wrong, Lanathar. If players use terrible tactics I'm not likely to make the fight easier for them. But that being said, I might not have had the enemies come in quite as fast as the book suggests (maybe delay them by a round or two at the most, but I might have left it exactly as written).
The party splitting up is just bananas to me. If you're melee and can't do anything else, let the other players shine by allowing them to use range. If you're going to jump down by yourself it's your own fault if your character dies.

Lanathar -- You haven't done anything wrong.

They decided, after seeing a giant temple with a bunch of rooms off of the main area, to attack rather than be tactical.
One of them decided to jump off the balcony and everyone else decided to stay up top.
Thrune appearing when he did seems appropriate.
The group is at mostly full hit points, one is down 15 due to negative levels, so after 6 rounds they've taken very little damage and have handed out a fair bit of it. Just because there's a lot of bad guys doesn't me they're in much danger.
As written, can they win it? Sure they can!
"Who wrote this?" someone that wanted to have an epic battle for Kintargo. Why would they possibly assume there wouldn't be a lot of people in there? The place is huge! Unless... wait.... were they metagaming and thinking that there wouldn't be an incredibly hard fight because "why would Paizo publish something where tactics work better than attacking?" Trust me, they still have a chance. It's not up to you to figure out how to get them out. They attacked the ritual without planning, they've separated the party, they'll find a way out. (Or, you know, decide that anything that looks like a challenge must be impossible. Which must be frustrating for you, considering how often people in your group seem to complain that the fights are too easy.)

As for what happens if the group flees and then comes back... what I did...
(brief rundown of what my group did: Went in through the top floor, went right, killed everything up there, shut down an engine, went to the balcony, got the attention of the Garderner, one PC went down, they teleported away.)
... when the group came back 10-20 minutes later:
The priests were still down there doing their thing, Thrune was down there overseeing everything, as was the high priest. Aluceda was already killed, the Jorogumo and cultists were patrolling the temple, the various devils were patrolling the temple either by themselves or in groups of 2, Zella Zidlii and the people found in the same room as her were patrolling the temple, the doors were all guarded (good thing the group teleported back in rather than trying a door), and a few of the bad guys stayed where they were. Maybe use some really low level clerics (like the ones conducting the ritual) to find the PCs first that way the fight is easy for the group but they're aware that patrols are scouring the temple.
This worked for me because it allowed one patrol at a time to find the group, the group could fight them while (maybe) one of the enemies ran for backup, the players knew they wouldn't have much time between waves of patrols finding them, and I was able to have the group be attacked whenever I wanted them to be.
Also, to have them really feel the tension, as soon as they teleported back into the temple I had them roll initiative and we stayed in rounds the entire time.

Doing it as patrols and everyone in initiative made it so that I could easily judge how long it would take for enemies to show up and then I could stretch or shrink that time if I wanted to. EG: bad guy has to get where another patrol is (because they don't want to interrupt the ritual, and Thrune wants to stay in the main area because he figures the PCs are trying to draw him away from the ritual) it takes a couple of rounds for the enemy to explain where the PCs are to the other patrol to come and the patrol to come up with a bit of a plan, then they have to get back to where the group was last seen which, hopefully, the group has moved on from there so they fan out and start searching. Once someone in a patrol finds them they retreat a little and call the others, that way the group is expecting a patrol and can start to prepare.

DM Livgin wrote:
How did other deal with Thrune not being the end the temple 'dungeon'? My players are going to struggle with the big boss not being the big boss of the campaign. (Thrune will not survive to teleport away, knowing my group).

My group didn't deal with the belfry.

I hated the way that the bells had to be shut down so I removed that part of it and the group had a bunch of clerics reconsecrate the area instead of dealing with the shenanigans of cleansing the bells.

Lanathar wrote:
So the Temple is the most complicated dungeon I have every encountered...

Yes, the temple is complicated and living and everything is constantly moving.

The alarm is raised however you deem appropriate. Maybe an enemy runs from a fight and shouts "we're being attacked" from the balcony, maybe an erinyes alerts Corinstian or Thrune, maybe the PCs make a giant display on the balcony and everyone down below notices, maybe the PCs can stealth through most parts of the temple then walk down the stairs and attack the people involved in the ritual... it's your game, it's up to you. (I'm going to be saying that last bit a lot.)

You didn't expect them to go through the upper balcony? Hunh. I think it's foolish to go in through either of the other two doors.

As for what they can do next:
1) Yes, they can go in to the erinyes room but it's up to you what happens in there. It's your choice if that raises an alarm or if Thrune and Aluceda show up or if anyone else comes. You don't have to have something happen just because the book says so. No one is going to stand over your shoulder and punish you for changing something. It's your game, it's up to you.

2) Shutting down one of the Infernal Engines is a great thing for them to do! If they do that, celebrate the fact that they're being careful rather than the murder-hobos they were at the beginning of the AP. (Se how much they've grown as players? Celebrate that fact!)

3) Entering the Outer then Inner Sanctum and finding Thrune there... Thrune is only there is YOU want him to be there. He can be anywhere you want. Using the teleport in the ring makes sense, if you want him to have that spell in the ring. I solved the "enemy teleporting away" problem but not having him have a teleport in the ring. It's your game, it's up to you.

Yes, the rest of the enemies fight after Thrune is killed if you want them to. Or they all give up and surrender if you want them to. Maybe some surrender and some keep fighting. Hell, they can all break out into a song and dance number if you want. It's your game, it's up to you.

If you want to change Thrune's defenses, feats, hit points, skills, magic items, abilities, spells, class, level, ANYTHING, you can. It's your game, it's up to you.

Lanathar, you know your group more than anyone on here does. You know what you want to do more than anyone on here does. You know what type of game you want to have more than anyone on here does. You can do whatever you want to in your game. Don't be limited by what the book says should happen. If you don't like something in the book, rip that page out and write your own story.
The books are suggestions; they are not things that you have to strictly follow even if, ESPECIALLY if, you think it won't be as exciting as something you have planned for your group.
It is your game. Make it what you want it to be rather than what the books say.

Lanathar... you're complaining that the individual fights are too easy, fighting everything at once is too hard, Fantomas suggested using mass combat and only rolling for one NPC ally a round but you seem to want to use a bunch of the NPCs and use them every round but that's too much work, and you want to keep to what the book says and have allies required to secure the various districts.

Relax. Let your players decide what THEY want to do. If they want to bring allies, let them. In which case, take Fantomas advice and handwave the majority of what they're doing, only rolling for one a round. IF they don't want to take allies, let them go at it alone.
If they want to be stealthy and take out one room at a time, reward them for careful planning and being stealthy. If they want to kick down the door and attack everything, follow what the book says for how long it takes people to join the fight.

Let the players decide their actions. If it's about to be a TPK the players can likely teleport away. If not, that's when you have some allies show up to hold enemies off while the PCs flee. (Or they stand and fight... it's up to them.)

Hell's Rebels and Hell's Vengeance don't contradict each other, Claxon, that's not what Tom Marlow is worried about.

The concern is trying to run Hell's Vengeance with 16 paladins that have each completed an AP that all want to go to Cheliax and join the Glorious Reclamation.
How would a GM run Hell's Vengeance and have the PCs realistically win while having 16 very high level paladins running around?

I had her not look at the PCs (her back was to them which she was going through the books) so the gaze attack wasn't a concern.

They let her be, but at one point the rogue snuck back to see if she was still there. With a high perception check the rogue noticed her hair slightly moving, knowledge check let them know the obvious, player put on a blindfold and walked in to talk to her.

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Barzillai is afraid of feminine women; it makes it fairly obvious in book 6. I agree with how Pnakotus Detsujin said it.
One of my players realized this so she had her character show up for the final fight against Thrune wearing an incredibly elaborate evening gown as a way to throw him off and to infuriate him. (It worked)

Have faith that your players will realize that they need to continue to put the pressure on Thrune.
Unless they've specifically said that they'll need to wait a week, I can't imagine a group actually doing that. And if they do, you might need to remind them about the Mephisto Manifestation ritual. (There's been a lot going on and the players may have forgotten about it.)

Rizovair roars and starts attacking the town, that will draw out the PCs.

They're going to destroy all of Thrune's allies and then let him rest and recover for a week?!? While other reinforcements can arrive from other parts of Cheliax?!?
Damn, if they're serious about doing that they deserve to have the ritual work and the 6 Pit Fiends getting summoned.
Possible fix: Have NPCs argue against the PCs waiting around as Thrune will obviously be getting more devils and likely some other allies.
Also, I assume they have the ritual notes from the Records Hall that talk about the Mephisto Manifestation, right? (Book 4, sidebar on page 18).

I haven't read through Hell's Vengeance so I can't offer any solid advice, but running various characters all with similar life goals should be rewarded. But also being able to say that you've run/they've played through every AP is pretty awesome so it seems like running the AP and having the players still somehow "win" the AP is important...
It's going to take a lot of work on your part.

Perhaps the player's paladins are helping all across the country and the PCs are focused on just keeping one area? Like, maybe they manage to hold Westcrown and the area around it? That way the PCs have earned a victory, defeated their enemy, struck some blows at the Glorious Reclamation, but the player's paladins still won the larger fight?

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Sunderstone wrote:
Oddly, this completely sells me. I might have to buy the PDFs now. There were some mediocre comments about this AP which dashed my hopes TBH. As a grognard of the old Desert of Desolation series, I'll take another look.

The only reason I gave it an honest look was because all of my players said they wanted me to run it due to it taking place in the equivalent of ancient Egypt. I'm incredibly glad they talked me into it. (And no, it's not just undead and traps. Yes, undead are a main enemy but they're varied enough that it doesn't feel like the same thing over and over again. Having someone decent at traps is kind of required. But having a PC that can do research in a library is also required.... and there's some good politics during one of the books... I could go on forever about how much better Mummy's Mask is than people give it credit for, but I won't.)

And since you like hexploration you'll enjoy a part in the middle of the AP ;)

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Hell's Rebels is a favourite of mine. The group I had for it was amazing and became incredibly invested in their characters, the city, and the NPCs. The story is great, feels open but still fairly straightforward with what to do. So many NPCs that some will get lost in the shuffle, but that's okay as it allows the players to focus and interact with the ones that they want to without the AP suffering for it.

Mummy's Mask is also up there for me as I really like the three distinct parts. It's a mystery done in a way where information is slowly revealed to the party rather than leaving it up to the players to solve a puzzle. The AP seems to be overlooked a lot. The board for it isn't very busy but I think that's more because it's a solidly written AP that doesn't have GMs scratching their heads/trying to fix it. My players assumed it was a dungeon crawl (because it starts off that way), then thought it became a horror survival game... now they're halfway through the third book and have realized that the type of game keeps on changing.

Before running this AP I had concerns about the players running off to Sothis once they heard about the heart being located there so I figured out a really nice way to fix the problem. After Nebta-Khufre was killed at the end of book 2 the players went through his notebooks and found references to something that he had been searching for having been stolen from Sothis. I left it really vague so that the players didn't have anything to go off of. They didn't know what it was, where in Sothis it was being held, what Nebta-Khufre wanted it for, how old the notes were, nor when it was stolen. This prevented them from going to Sothis to investigate and later on, in book 3, when they learned about the heart one of the players thought about it and realized that was likely what had been stolen. So now they're aware of it and know that someone out there has it. (They suspect that the Cult of the Forgotten Pharaoh has it but they aren't sure.)

Warlock8 wrote:
Warped Savant wrote:
PC death/PC being an important McGuffin is a bit of a concern, but other than that I think it's a great idea.
Thanks, though couldn't she just name an heir and go back to securing Ravounel after being appointed to the Board of Governors?

Yes, but only if the PC is aware of what they are, why it's important, and why they should name an heir.

I really like the set up in Masks but the idea of the PCs joining the cult and putting up with so much abuse it difficult.
I had the pathfinder at the end of Crypt of the Everflame suggest they talk to one of the leaders in the main town that Masks takes place in. (I don't remember which leader). The leader had sent people in earlier to try to infiltrate the cult that way the PCs would get some information and understand what they'll go through in order to prepare themselves. I thought that would fix it so that I could run the module mostly as written. (Honestly, I'm not a fan of the degradation and abuse the PCs go through as written and didn't really want to run it the way it's presented.)

Then one of the PCs asked the town leader "Can we talk to one of the people that tried to infiltrate?" and I saw my chance to change things.

They met with one of the agents, who was very paranoid and was constantly thinking the cult was watching but knew it was worth the risk. The NPC described some of the things that happened to them which allowed the PCs to plan and make it so they didn't have to put up with the abuse. They went in, snuck around on the first night to find their gear and what was hidden in the basement, and attacked the church from there. It became much more of a stealth dungeon crawl and, while not great, was better than running it as written.
(And, that being said, the combat was a lot of fun when the entire cult was trying to get at the PCs and the players used creative ways of preventing people from entering the areas they were in, while still being surprised by some of the traps and not knowing where everyone was.)

Rivozair is devil-bound and therefore has differences from a normal blue dragon. If the players know she's devil-bound they might be aware of the hellfire breath weapon, depends on their knowledge checks.

I had her let out a roar just as the PCs got into Kintargo Keep that way they had to choose which one to deal with and put pressure on them to finish the keep fast. Even if Rivozair doesn't attack them directly she'll be able to draw them out. (Or, if the PCs aren't drawn out by a dragon attacking the general population, well... I guess a lot of NPC allies of the group are going to die, aren't they?)

Breath weapons are a straight line, you should be able to, so long as everyone is close enough together, get at least 2 PCs even if it's an aerial, 3D combat.

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There's no way that I can think of, short of PCs capturing Tiarise or someone and managing to get the information out of her, that they would be able to find out about his heart or where it is.
(It's non-detectable due to the powerful magic around it, and if they somehow manage to get to where it is before the end of book 4 they're likely all going to get killed.)

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Bellona -- Seriously, why would you spoil the end of the newest AP without using a spoiler tag?

Is the player playing a Gillman? (Asking because Aboleth's Lung is only supposed to be available to Gillmen.)
If not, I'm surprised you'd allow the spell in the game.

PC death/PC being an important McGuffin is a bit of a concern, but other than that I think it's a great idea.

magnuskn wrote:

Thanks for the newest version of the application!

I kinda cannot find the new "maximum HP" option and also, unless I am doing something wrong, the half-fiend and half-celestial templates don't seem to apply themselves when selected. Still, many thanks for your hard work! :)

The "max HP" in a kind of weird spot, Magnuskn... On the main screen there's the "Monster DB" screen or tab (likely on the far, right-hand side of the program or as a tab that you have to hover over to get the list of monsters to appear). There's a few options at the bottom of that screen and one is a drop down menu that will say "Default Monster HP" as the default. You can change it between that, "Roll Monster HP" and Max Monster HP". Whichever one you set it to does that action when you add monsters via that tab OR by using the "Monsters" screen, which is what I'm assuming you typically use (because I assume everyone uses that screen to add monsters).

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Fantomas wrote:
Solstines: Also, if possible, place the Solstine siblings (they are described only as "hot-headed would-be rebels" in book 5) in this book somewhere, fighting on the side of the rebels. They should die. This will set up the group's encounter with Raenna Solstine in Book 5, page 21.

TL;DR: Add the Solstine's in early, try to kill them on-screen, if it doesn't work and they survive, that's okay.

I introduced the Solstine brothers in book 1. One of my players was paranoid that a group of dottari were following him across the bridge so he started to try to lose them and looked for somewhere to hide. I had him roll Bluff to try to not be obvious about it and one of the Solstine's saw him searching. The Solstine told the PC to hide under his apple cart and from that point on the brothers were eyes and ears for the budding rebellion. The 'apple cart vendors' became favourite NPCs of the group, one of them started to hero-worship the face of the rebellion, it was all great fun!
I didn't want to force their deaths and wanted it to be on-screen (and give the players a chance to prevent it). The Solstine's went to the Masquerade even though they were warned away by the group because it was too good of a chance to make contacts for their business. There they became a target for Tiarise because the PCs were showing too much concern for them so Tiarise knew attacking the Solstine's would hurt the group. (I added Tiarise in to that fight because in my campaign she ended up too much of an important villain and needed to be at the end of a book rather than a speed bump in book 4). When Tiarise turned towards the brothers the face of the rebellion made enough of a nuisance of himself that he became the target of Phantasmal Killer instead, and thus made a prophesy I had spelled out a few sessions earlier come true.
Yes, this made it so that brothers lived, but interacting with their grieving grandmother as written in book 5 would've been easy and this all made it much more memorable.

Fantomas wrote:
Red Dragon: Have the group find out that Barzillai once killed a red dragon named Adrakash. This will hopefully impress the group and it foreshadows undead Adrakash's appearance in book 6, page 33.

Don't forget that Thrune doesn't encounter Adrakash until during the events in book 2.

drsparnum wrote:

There are a few references to Neferisis on p47.

I believe this is a typo and it should read Neferuset. If I am mistaken, can someone let me know who Neferisis is.

Page 47, room E14 answers that question for you:

"This is the crypt of Queen Neferuset’s paternal grandmother Neferisis, also a powerful oracle of the Dark Tapestry."

My players LOVED Vendalfeck! I don't remember which missions the little dragon helped with, but I'm petty sure that the Salt Works was one of them and Grease was used very effectively during that fight.

They didn't do it often, I think mostly because the players assumed that the NPCs weren't supposed to come along on adventures, but very nearly every time they asked someone to help the NPC was usually right there with them being as effective as possible. (Unless it was an NPC that didn't really like them yet or I decided wasn't something the NPC would want to help with.)

Lanathar wrote:

Who has run the records hall encounter ? It looks messy with far too little space for a troop, caster, familiar , 2 stalkers and the PCs to operate

But as discussed elsewhere the witch needs these allies to even be a minor threat

So how has it worked out for people ?

Don't forget that each square is 10 feet instead of 5 feet. There was more than enough room for everyone in my game.

Tiarise herself isn't a huge threat but the invisible stalkers nearly killed my group. (And as I've said before, I replaced Tiarise with Aluceda Zhol and that made this fight significantly harder.)

How does the witch have such a high attack bonus?

Also, one round to cast Spectral Hand, one to cast Touch of Idiocy (free action to try to touch the target the same round the spell is cast), the target spellcaster likely has Mage Armor and/or Shield, both of which provides the +4 AC bonus against attacks from incorporeal things, which the spectral hand is.

Lanathar wrote:
I recall a piscodaemon in an AP. Might have even been a podcast. And they are absolutely evil. I don’t recall which it was in though ...

There's one in Kingmaker. Possibly other APs, but definitely Kingmaker.

My suggestion is (from over HERE):

Warped Savant wrote:

The discrepancies in the Player's Guide versus what's presented in the AP books between the Silver Ravens being unheard of and, at the same time, them having just disappeared from Kintargo is easy to fix. Change any recent mention of the Raven's to the Bellflower Network and it all makes a lot more sense.

What I told my players in regard to the Player's Guide is that it has some errors and to change it according to this:
Page 9: Meeting a Contact - Replace all instances of "Silver Ravens" with "Bellflower Network"

Page 12-13: Star Struck - With the exception of Jackdaw (who is simply known as a folk hero from the end of the civil war and hasn't been seen in the last 80 years) the people listed have nothing to do with the Silver Ravens of old, nor the Bellflower Network. They are simply people that would have issues with Barzillai Thrune and haven't been seen since a few days after Barzillai came to town and instituted martial law.

Page 20 "Silver Ravens" section - Replace all instances of "Silver Ravens" with "Bellflower Network"

That fixes the contradictory information as to if people know of the Ravens or not (most people don't know about them), makes it so that it doesn't seem like the previous lord-mayor, Jilia Bainilus, as well as the lictor of the Order of the Torrent have ties to the Silver Ravens (because that seems really weird and out of place), and it shows that the Bellflower Network was established before Barzillai came to town and therefore gives more weight to what Laria has to say about what not to do.

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The two that I'm the worst at:
1) Concentration/casting defensively (specifically, d20 roll + caster level + ability mod? No ability mod? I dunno... look it up. And yes, it's d20 + CL + ability mod)
2) If SLA provoke AoO (Yes, they do)

(And then other things like spells, conditions, carrying capacity, anything on a chart, etc.)

Regarding Rebellion Rules:
I removed them completely but had consistent, not main NPCs that would react to actions the group took. When the group wanted to get their allies to help with something I'd use the rebellion rules as a guideline. It allowed me to have the NPCs refuse if they didn't like what the leaders were trying to get them to do without having the players assume they could do a thing because the rules said so. This helped the players to keep their actions a little in check and not run around causing chaos. It also made it so that interacting with the NPCs was something they had to keep in mind. Some were more chaotic/violence minded, others were peaceful. It was the player's choices as to which ones they wanted to appeal to more.

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I had 72 civilians die after the number was reduced from masquerade points.
I was surprised it was so low, but at the beginning they REALLY focused on saving people and opening the front doors.

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