The Whispering Tyrant

rkotitan's page

Pathfinder Adventure Path, Rulebook Subscriber. Organized Play Member. 402 posts (650 including aliases). 5 reviews. 1 list. No wishlists. 4 Organized Play characters.


1 to 50 of 130 << first < prev | 1 | 2 | 3 | next > last >>
Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

We have had 5 (6 with inventor companions) character deaths so far.

Two on the floor with the ghouls where we got surrounded during a rest and got lured toward the damned necromantic ward trap. They were a fire druid and a psychic.

Afterward several party members abandoned the group so that people could bring in characters more suited to the dungeon.

Our champion/inventor got immolated by the Witchfire on floor 7.

My barbarian and the group's thaumaturge got destroyed by the boss of the same floor when he cast a wall of force, cut us off and clobbered us to death.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I did my Tyrant's Grasp conversion through the discord community. I likely wouldn't have finished it without their advice and suggestions.

Dark Archive

12 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I realized just today that the conversion I have been working on on-and-off for the last two years in the Tyrant's Grasp forum might have been better off being posted here.

Anyway, It's very nearly done barring edits after my players make it through book 6. I thought I would post the link to the conversion here so the maximum amount of people would potentially see use from it.

Have fun!

Tyrant's Grasp Conversion

Dark Archive

6 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

After nearly two years I am declaring my conversion of this path almost completely done. I am going to edit creatures up until my players finish the game (which should be by October) but I won't be doing any regular work on the conversion. Here is a final link to the conversion folders. Have fun everyone.

Tyrant's Grasp 2E Conversion

Suggestions of edits are of course welcome.

Dark Archive

3 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Today, we finally celebrate the last rough draft of the AP. I have officially finished the rough draft for Midwives to Death. When I say its rough I do mean it. So what I'm going to do is post links to all the conversion documents here for convenience of readers. I hope that these help people in running their own games. There will be very few updates for me in November as I will be working on my NaNo project.

Enjoy!

Reaver's Roar

The Dead Roads

Eulogy for Roslar's Coffer

Last Watch

Gardens of Gallowspire

Borne by the Sun's Grace

Midwives to Death

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

War for the Crown 2

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

My favorite part of book 2 so far is when the group walked into the library at the Bastion and saw two massive cats (not medium sized but a larger cat breed) sitting there watching them. The champion of Torag's first reaction was to make a *pst* noise and say, "Get outta here ya cats!" He then proceeded to try shooing them for the next five minutes until the nekomata attacked.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I ran the pathfinder society scenario "Reaver's Roar" for my players as it is related to the starting town of the AP.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Last night my group finally finished War for the Crown after starting in September of 2018. Everyone was thoroughly happy with the conclusion. This is by and far the best AP I have ever run (which is no shame to the others I've run) and I will miss running it.

Time to change my avatar for my next AP (already in progress). Farewell PF1E and War for the Crown!

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Without getting into too much detail or spoilers I would say that good tie in deities are Pharasma, Sarenrae, and Iomedae.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Been a while without an update so here is the current status of my work on the conversion.

My group officially made it to book 2 last night and I'm going to be doing some edits on the creatures they encountered and after that I won't really be returning to book 1 (except to make Mictena more in line with the APG witch).

I'm also upping the Weedwhip and Zombie Elk encounters to Creature 3's as the weedwhips got 'mowed down' by a party of 5th levels.

I'm slogging my way through the Loot table comparison of book 4. The Panoply of Arazni was particularly difficult to create and I may post what I came up with here to ask advice from the community at large.

Going to try and post that loot comparison table later this week.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Ah, stupid me I managed to overlook the duration part. Thank you.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I asked this question in the thread about the specific AP book which the encounter happens but thought I would ask here.

The adventure notes specifically the Qolok uses its skip between ability to hop out, grab a character, swallow them and then skip between to jump back to the ethereal plane to give them a phobia before dropping them back off on the material plane.

What would you guys rule happens if a character dim doors or otherwise escapes on the ethereal plane?

Are they then stuck there, or do they go back to the material?

Thanks for any help!

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Loot comparison table is done. Document has been edited with some loot retractions and some additions. Ultimate loot amount is comparable with 1E. Some creature modifications. Overall pretty good. I'm going to wait on editing the boss for book 2 in hopes that the APG will come out before my group gets there.

Definitely noticing the further I get the harder it is to balance the loot.

I remember when I thought I was nearly done. :)

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

This weekend I'm working on book 2 and doing a lot of what I did last weekend for book 1. In other news my Tyrant's Grasp game has officially begun. They are only in room A1 of The Dead Roads but I'm super excited. :)

Eulogy for Roslar's Coffer Loot Comparison

Tyrant's Grasp XP Calculation Table

In addition I've made a few edits to creatures. I believe, with the exception new material released in bestiary 2, I'm pretty much done with book 1.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

No problem at all. I'm glad that people are getting some worth out of the conversion. I'm enjoying the process. I feel like I'm learning a lot!

Work continues today by virtue of quarantine. Having completely entered book 1 of TG into Roll20 and built tokens, and maps I found some elements to edit.

There were some big changes like an encounter with giant fleas (now a creature 3 in 2E) had to be shifted to a trio of giant centipedes. Did some edits on some abilities and updated the document and JSON folder accordingly.

At this point I'm doing a wealth by level comparison of book one. The table for that is below.

Dead Roads Wealth by Level Comparison

The table is under construction.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

So... Thousand Names? Is he supposed to have an archetype that has removed literally 90% of his inquisitor abilities?

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Been quite a while since my last update.

My players got antsy so they started asking to start Tyrant's Grasp earlier than expected.

What I'm doing right now is entering the path into Roll20 area by area and at the same time editing the creature data. I'm also considering doing a wealth by level comparison between each section and the treasure I'm currently offering and making them sync up better.

Just a lot of editing.

Stay safe out there everyone.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Hm... different strokes for different folks I guess. WftC is the best campaign I've ever run in 25 years.

As far as some path books being weaker or stronger I think that may well be the case... and sometimes it isn't necessarily the authors fault as sometimes they get swamped by their deadline etc.

I really do think that with a little extra work on most DMs parts a lot of books that most call weak or the outlier can be stronger especially if they are made to tie in the backstory of a PC.

The hardest path books for me are the ones that are fundamentally difficult to run because they require a lot more work on the part of the DM.

I think that book 3 of Serpent's Skull falls into that avenue... I think.

The entirety of Giantslayer is a nightmare for a DM to run with a group of even marginally savvy players who know anything about the rules.

If I hadn't tried to run it twice already it would be my next project to try and convert to 2E.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I do have some tips for running and building games in Roll20. Not sure if it would be specific to Hell's Rebels but I'll hash them out here (sorry if this is a bit much for what you were looking for).

1.) Making Maps: As Tangent said you can take the maps from the Interactive PDF. I use the 'Take a Snapshot' function under the edit drop down. I then put that image into a free image software called GIMP and turn it into a png file and drag it onto the map layer of Roll20.
- A bit extra here but if you want to increase the quality of the maps you copy over in this way (As the resolution can be hurt quite a bit) go to
Edit < Preferences < General
Click 'Use Fixed Resolution for Snapshot tool images:' and you can set the pixels per inch up to 300.
Note, however, that Roll20 won't update maps that are more than 10MB in size. I've had to chop them in half carefully before and add them in seperately.

2.) Resizing maps can be a little difficult. To get it CLOSE to its original size you can right click the image in its layer on Roll20 and there will be a drop down for 'Advanced'. If you go to that drop down you can go to Align to Grid and it will have you draw a three by three box on the map to reflect a three by three section and it will resize the sheet accordingly.

3.) For tokens I tend to do google searches that reflect something about the character token I'm trying to make, find an image that fits (you can get lucky sometimes and images for creatures or NPCs from your path are somewhere in a Google Image Search), and then drop that image into GIMP. I follow this process using drop downs:
a. Ellipse Select Tool on left top row (making sure that the Fixed Aspect Ratio option is clicked below) and then select then drag a circle over the portrait.
b. Image > Crop to Selection
c. Layer > Transparency > Add Alpha Channel
d. Select > Invert
e. Edit > Clear
f. File > Export As
- In the Export As I turn it into a png file and then save it and put it onto the gm or object layer of the roll20 sheet.

If you don't feel like getting into that there are a ton of token creator tools that will pop up in a google search.

I was going to run Hell's Rebels at one point. I wish I still had some of those maps and tokens I could potentially share.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Here is my current work on Borne by the Sun's Grace. Definitely not done but sharing it in advance.

Borne by the Sun's Grace (Linked Version)

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I have given book 4 the same treatment as book 3. I did some edits but I still feel shaky on some of the higher level creatures and the loot distribution. Definitely still need to throw down some more edits on this one and maybe book 3. That being said I'm going to go ahead and move on to book 5 sometime this week.

Gardens of Gallowspire (Linked Version)

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Book 3 gets the same treatment as books 1 and 2. Everything is linked and I did some treasure editing and stat block tuning. I'm thinking this one might still need a little bit of work.

Also I added an alternate ritual version of the fight on the tower against the Nightwing. It commits the cardinal sin of making things more complicated in 2E so I doubt anyone will get use out of it but me. It's there however.

Enjoy

Last Watch (Linked Version)

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

It's a Two-Fer this weekend. I finished my linkified and edited version of Eulogy for Roslar's Coffer. It may need some more editing but I like its current state. Hope this helps folks planning to run this in 2E

Eulogy for Roslar's Coffer (Linked Version)

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

A lot of really difficult conversions here that just basically came down to converting things on the fly and inventing new abilities. I used KingTreyIII's conversions for the most part for the Graveknights although I did add new abilities. I'm concerned that some of this stuff is too strong for a group of 12th level characters (especially the Dread Wraiths) but edits are for later.

Main Conversion Doc

JSON and Creature PDF Docs

F:

Checks
Page 517-518 CRB with discussions about Extreme Cold and visibility effects of being within fog.

DC 32 (25) Climb (Athletics)
DC 30 Perception (pitons)
DC 44 Perception (cave)

Treasure
82 pp
1356 gp
2683 sp
Rubies (2) (210 gp each)
Bloodstones (94) (2g 5s each)
Floating Shield
+1 striking returning spear

Creature
Male Adult Umbral Dragon

G:

Creature
Note: Due to how PF2 rules work a group of cr4 pegasi would not be able to buck a party of 11th level characters. I made these evil champion pegasi to at least have a chance. Creature Rating 7 is still VERY low and I am considering bumping them up to 8 or maybe even 9.
Wicked Champion Pegasus (6)

Garden of Death
Check
DC 25 Recall Knowledge (Nature or Survival) about nature of plants

Traveling
The ability to subsist or even follow trails or find your way in this region becomes more difficult and requires a character who is MASTER in survival. Class Feats and Focus Spells that function in conjunction with the environment don’t work here unless the character is evil.

TYRANT GARDEN MIASMA POISON 9
INHALED POISON
Activate [one-action] Interact
Saving Throw DC 25 Fortitude; Onset 24 hours; Maximum Duration 3 days or prolonged contact; Stage 1 stupefied 2 (1 day); Stage 2 enfeebled 2 and stupefied 3 (1 day); Stage 3 enfeebled 3 and stupefied 4 (1 day)

H1
Creature
Giant Flytrap (Bestiary)

H2
Treasure
Pendant of Goddess of Justice (50g)

Creature
Leukodaemon (from Bestiary but with the Shape Change ability akin to dopplegangers)
Shambling Mounds (From Bestiary with a single advancement)

H3
Creature
Furcifer

H4:

Treasure
289g
2s
Diamond dust (500g)
Potion of Healing, Greater x 6
Scroll of Remove Curse x 2
Elemental Gem (Fire)

Hazard
Yellow Mold (CRB page 524)

Creature
Yellow Moldwretch (These moldwretch have symbiosis with yellow mold. See it’s entry in the CRB for the effects of its abilities.)

H5
Treasure
Creatures

Creature
The Graveknight Cavalier
Daughters of Undeath

H6
Checks
DC 25 Climb (Athletics)

Creature
Nightwing (See Book 3)

Character Should be Level 12 (Standard Difficulty Class 30)

I1
Creatures
Daughters of Undeath

I2
Check
DC 30 Perception (Crack)
DC 30 Perception (Treasure)

Treasure
Major Mentalist’s Staff

Creature
Gravesludge

I4
Check
DC 35 Perception (hidden passage)

Treasure
Crystal (5s)

Creature
Vampire Mastermind (Page 321 of Bestiary)
Weak Clay Golem (Page 6 and 186 of Bestiary)

I5:

Treasure
Bottle of Air

Hazard
NEGATIVE WARD HAZARD 12
EVOCATION NEGATIVE MAGICAL TRAP
Stealth DC 33 (expert)
Description An invisible rune creates an invisible, spherical magical sensor with a 10-foot radius.
Disable Thievery DC 33 (Master) to erase the rune without triggering the sensor, or dispel magic (5th level; counteract
DC 26) to counteract the rune
Harm [reaction] (arcane, evocation, negative); Trigger A living creature enters the sensor area. Effect The rune blasts the area with a harm spell centered on the triggering creature’s square. This is a 5th level [three action] harm spell (as cast by a creature with harming hands) that deals 4d10+12 negative damage to all creatures within 30 ft. (DC 32 basic Will save).

I6
Treasure
Creatures

Creature
Tempest Guard

I7
Door Statistics?

Treasure
520g
5s
Wand of Resist Energy (4th)
Ring of Wizardry III

I8
Door Statistics?

Treasure
Creatures

Creature
Lastwall Defender (2) (Lost Omens Character Guide pg 122)
Lastwall Sergeant
Tortured Ghost
(A replaced the dybbuk with a cleric based ghost that has the alternate inhabit object and melevolent possession abilities. It has the spellcasting abilities of a 9th level cleric due to the extra abilities and it also has constant detect thoughts to facilitate it’s sneakiness.)

I9
Treasure
Creature

Creature
Serene Barbarian Graveknight

J1
Treasure
Floating Shield

Creature
Skeletal Champion Adult Gold Dragon

J2
Checks
DC 30 Recall Knowledge (Society or Religion)

Treasure
1,160 gp of jewelry and ornate holy symbols
Oathbow (this item is enchanted with a permanent version of a 3rd level Magic Aura spell)

J3:

Checks
DC 35 Diplomacy Check to sell books

Hazard
Replaced Vacuous Grimoire with a Polymorph Hazard from CRB page 525. The glyph is inside of an otherwise innocuous book lined with lead to hide it’s nature. If successful the glyph turns the reader into a rat. If the target critically fails its baleful polymorph save the rat immediately runs to hide from the PCs in a nearby crack in the wall. The exterior of the book has been enchanted with a Magic Aura spell (9th level) to appear as a Tome of Understanding (an item that doesn’t exist but for these purposes permenantly increases intelligence by 2 when read over a 24 hour period.)

Treasure
1200 gp of books
Plot relevant Book

J4:

Checks
DC 30 Perception (Hidden Compartment)
DC 20 Recall Knowledge (Nature) (Solar Eclipse)

Treasure
Wand of Electrocution (5th level spell) (As Wand of Smoldering Fireballs but Lightning Bolt)
(Creatures)

Creature
Tyrant Graveknight
Ghoul Fleshhunter

J5
Creature
Mummified Morrigna

J6:

Check
DC 33 Trick Magic Item (Occult) (operate pyramid)

Creature
Dread Wraith

Hazard
GIVE’M A HAND HAZARD 12
MECHANICAL AND MAGICAL TRAP
Stealth DC 35 (master)
Description A stone used to open a door. When a creature presses their hand to the stone it’s locked in place and if they do not perform the appropriate action their hand may be severed.
Disable Thievery DC 33 (master) to disable the mechanism and open the door without having to press the stone or Thievery DC 35 to unlock the manacles one handed (any failed check to open manacles sets off blade) or Force Open (Athletics) DC 35 to remove hand from manacle before blade drops. (as above, a failed check to do this sets off blade)
AC 30; Fort +24, Ref +15
Hardness 20, HP 84 (BT 42); Immunities critical hits, objectimmunities, precision damage (for stone wall and manacle)
Adamantine Blade [reaction] (attack); Trigger Six actions pass or a thievery check to open manacles fail or the trapped creature attempts to remove their hand and fails or the creature pulls their hand away from the stone rather than pushing forward. Effect The blade drops over the trapped creature’s wrist doing 6d10+27 slashing damage. In addition the creature needs to make a DC 31 Fort Save or their hand is severed.
Note: The manacle opens immediately after the blade drops and if the creature’s hand was severed it falls to the ground, animates and crawls into a nearby hole in the wall to hide. Reset The trap resets immediately.

J7
Check
DC 30 Force Open (athletics) to open sarcophagi

Treasure
Boots of Speed

J8
Check
DC 35 Climb (Athletics)

Creature
Bone Golem (see book 2)

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

NOTE: All creature JSONs and pdfs are located in the folder at the link. Holidays over I'm back at it!

Gardens of Gallowspire

The Messenger
Checks
DC 28 Recall Knowledge (Arcana)

Creature
Shield Guardian Wood Golem

A:

Creature
Ilorona

Meeting the Goddess
Checks
DC 28 Recall Knowledge (Religion, Society or Appropriate Lore)

Treasure
The Fallen Goddess’ Sting (+1 greater striking holy rapier)
Graveyard Shirt (+2 greater resilient mithral chain shirt, interact: cast protection (evil) as 4th level 1/day)
Crimson Mantle (greater dancing scarf, reaction: feather fall (2/day)
Divine Wings (ring of counterspells)
Soul Minder (pink rhomboid aeon stone; interact: heal (3rd level), restoration, resist energy 1/day)
Bonuses: Good or Lawful Creatures; 1+ pieces Focus Pool +1: Litany Against Wrath; Full: Litany of Righteousness

Creatures
The Fallen Goddess

Into the Lands of the Tyrant
Checks
Survival Checks to Subsist require someone of Master proficiency.

B:

Treasure
(Creatures)
Scroll of Banishment
Scroll of Heroism (6th)

Scroll of
Creatures
Prisoner (stats to be determined later)
Cairn Wight Ranger
Skeleton Guard Troop

C1:

Creature
Horse Thing Warsworn

C2:

Checks
DC 28 Survival (Door Work)
DC 20 Perception or Recall Knowledge (nature) (Jam)

C3:

Checks
(Normal Rules for Cold CRB)

Treasure
38 pp
51 g
2 s
160 cp
Silver holy symbol of Woodland God
Emerald (80 g)
Winged Boots
Iron Medallion Talisman

C9:

Checks
Note: Any negotiations with the Etioling here are subject to the fact that he is currently Stupefied 4. Note also that he must also make flat checks to cast spells.

Treasure
Maps and notes on Lands of Tyrant (20g)
Stores (18g)
Cold Weather Outfit (15)

Creature
Boggle (2)
Etioling

D:

Treasure
Onyx Gems (92) (5g each)
Wand of Vampiric Touch
Murderer’s Knot

Creature
Tomb Giant
Necrograft (4)
(I am going to just replace these four creatures with Zombie Hulks from the Bestiary which increases their Creature Rating and difficulty by 1 but over all this fight needed a bit of a boost and probably still does. Description: The creatures still have three arms and their hands have been modified into shovel sized metal monstrosities and their bodies reinforced with metal.)

E:

DROWNING FAITHFUL HAZARD 11
HAUNT
Stealth DC 32 (trained)
Description A lake’s edge haunted by the spirit of hag who loathed and targeted creatures of faith regardless of their affiliation.
Disable Religion DC 31 (master) to exorcise the spirit or Intimidation DC 31 (expert) to rebuke the spirit and drive it back into the lake.
Suffocation [reaction] (force, death, paralysis, fear, mental, occult);
Trigger A creature moves within 50 feet of the shore of the lake while wearing a holy symbol. Effect The creature is restrained and lifted ten feet from the ground. The creature then must make a Fortitude DC 30.
Critical Failure:The creatures lungs immediately begin filling with water and are required to follow the rules for drowning on page 478 of the CRB.
Failure: The creature begins vomiting water, takes 1d10 negative damage and is stunned 2. Casting spells requires a DC 15 flat check.
Success: The creature resists the spirits attempts to drown it but is still restrained and stunned 1.
Critical Success: The creature is still levitating 10 feet above the ground and may not stride but is not stunned and is not restrained.

Magical effects that allow the breathing of water do not stop this effect. Creatures that are naturally not required to breathe air are not affected.
Note: An appropriate Lore Check or Recall Knowledge Religion DC 31 reveals the relevant details of the haunt and reveals that if the affected creature 'symbolically’ renounces their faith by removing their holy symbol they will be freed.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Book 3 initial draft conversion done.
Note: The creatures are in JSON files and pdfs in another folder. I don't want to finalize a document of pdf images until they are fairly complete.

H2
CREATURE
Guard of the City (2)

H3
DC 28 Recall Knowledge (Religion)

Note: With a DC 25 Make an Impression (Diplomacy) check on the five clerics of iomedae here they will use their battle medicine ability to heal a character for 2d8+15 hp. They are saving all their spells for the multitude of wounded here.

H4
Checks
DC 32 Make an Impression (Diplomacy)

Creatures
Guard of the City (5)
Warrior of Vigil

H5
Treasure
Vial of Holy Water x 30

Guard of the City (3)
Warrior of Vigil
Note: This named Warrior of Vigil has a +1 Orichalchum Greatsword (replacing longsword and shield, and attack of opportunity instead of shield block)

H6
Creatures
The cleric here works under the same rules as the clerics in H3 but the DC is 30.

11.
Creatures
The priest here’s supplies are too stretched thin to provide aid.

I2
Checks
DC 24 Perception
DC 45 (Master) Disable Device (Thievery)
DC 26 Recall Knowledge (Religion)
DC 20 Survival
Hazard (Bestow Curse in Text)
Used Pharaoh’s Ward CRB 524

CREATURES
Greater Shadows (3) (Bestiary)

I3:

Check
DC 20 Decipher Writing (Occultism)
DC 30 Perception

Treasure
(Creature)
+2 resilient breastplate
Lyre of building (moderate)
Gold bars (10) (50 g each)
Platinum bracelet 120g
Masterful paintings (11) (20g each)
Agates (400) (1g each)

LYRE OF BUILDING ITEM 7+
ENCHANTMENT MAGICAL
Usage held in 2 hands; Bulk 1
Although this instrument can be any instrument it is most often a lyre or harp. An instrument such as this provides a +2 item bonus to performance checks.
Activate [three actions] Interact; Frequency once per day; Effect Wall of Force (heightened 8th level)
The lyre can be used to summon a wall of force to protect 300 feet of a nearby structure or building for 10 minutes. This defense is not conferred to creatures on or beyond the structure.
Type lesser; Level 7; Price 300 gp
Type moderate; Level 11; Price 1200 gp
Activate [10 minutes] Interact: Frequency once per week;
The item bonus is +4. The lyre summons into being a host of phantasmal workers who begin repairing and constructing nearby buildings at great speed. These workers do a days work for 10 workers 10 minutes. After ten minutes have passed the player must make a performance check DC 26 to continue playing. Each additional 10 minutes requires another check at -5 per roll. Once the player fails the work ceases and the lyre cannot be used for this purpose for a week.
Craft Requirements You must supply a casting of wall of force and mending of the appropriate level.

Creatures
Fallen Knight of Justice
Fallen Ancestor (2)

I4:

Treasure
+1 greatsword
+1 striking flaming longsword
+1 striking halberd
dwarven full plate (worth 60g)
Justice’s Needle (disintegration ballista bolt)
Special: If the target has the undead or fiend trait then their save against its effect is always one step worse. If the target critically fails their save they take the maximum of the bolts effect (120 damage) If the person interacting with the bolt knows the name of the target they can whisper it to the bolt before it is fired. As a result the next strike with the bolt is considered to have true strike against that target.

Creatures
Priestess of Justice
Kalavakus Demon
Clacking Skull Swarm

Event 1
Creature
Writhing Reed

J1.
Creatures
Pathfinder Field Agent (2) (Lost Omens Character Guide 126)

J2
Creature
Pathfinder Field Agent

J4
Creature
Pathfinder Field Agent

Effect
Consecrate (10 Year Version), Daylight

Event 2:

Note: I may have underpowered the nightwing here because I’m concerned regardless of the bright light around the tower affecting it’s light aversion, the shot from the bolt, and the effect of the consecrate it is still a fight somewhat beyond the powers of the party. I’m (at this point) considering giving any divine characters in the party a boon from their god or goddess or just Iomedae. That boon would be a casting of Avatar on that character… which is a 10th level spell but would even things out a bit.

Equipment
+1 greater striking ballista

Effect
Consecrate (10 Year Version, All creatures of Goddess of Justice faith do 1 point of good damage per strike.)

Creature
Nightwing

J5:

Treasure
Bag of Holding Type IV
Healer’s Kit (4)
Antitoxin (2)
Greater Potion of Healing (9)
Ointments 1g

Creature
Cleric of the Traveler

J6
Check
DC 32 Recall Knowledge (Occultism)

Treasure
Tome of True Names

Hazard
FEEBLEMIND RUNE HAZARD 9
ENCHANTMENT, MENTAL, MAGICAL TRAP
Stealth DC 30 (expert)
Description An invisible rune etched inside the cover of an ancient tome.
Disable Thievery DC 30 (expert) to erase the rune without triggering it, or dispel magic (5th level; counteract
DC 25) to counteract the rune
Feeblemindl [reaction] (arcane, enchantment, mental); Trigger: A living creature starts reading the book without disabling the rune. Effect The text is so alien and incomprehensible that it threatens to shatter the mind of the target with a feeblemind directed at the reader. This is a 6th level feeblemind spell that deals 6d6 fire damage (DC 30 basic Will save).

K
Creatures
Mutated Turtle
Draugr Captain
Sodden Draugr Troop

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I would appreciate anyone who feels like it (who might be thinking of running this themselves) to look at the Vault Breaker and Otyugh Soothsayers to let me know if they are... viable.

D Edit:
POISONED LOCK HAZARD 5
MECHANICAL TRAP
Stealth DC 23 (trained)
Description A a small canister of poisoned mist has been attached to the lock. Attempting to open or attack the gate / or lock causes the canister to spray a 10 foot area with dangerous poison.
Disable Thievery DC 23 (trained) on the wire depressing the canister’s trigger.
AC 19; Fort +17, Ref +15
Hardness 12, HP 50 (BT 25); Immunities critical hits, object immunities, precision damage
Spring [reaction] (attack); Trigger A creature tries to open the gate or attacks the gate without first disabling the device. Effect A poisoned gas is sprayed into a ten foot area extending outward from the door.
Diluted Mindfog Mist (poison); Saving Throw DC 24 Fortitude; Maximum
Duration 6 rounds; Onset 1 round; Maximum Duration 6 rounds; Stage 1 stupefied 2 (1 round); Stage 2 confused and stupefied 3 (1 round); Stage 3 confused and stupefied 4 (1 round)

E
Checks
DC 15 Climb (Athletics)

E2:

Checks
DC 20 Perception (Bodies)
DC 20 Perception or Survival (Battle)
DC 25 Perception (Valuables)

Treasure
257 cp
33 sp
Wand of Lock
Gilded Pipe 25gp
+1 full plate
Bolts of Fabric 58g

Creatures
ADVANCED WRAITH CREATURE 7
LE, MEDIUM, INCORPOREAL, UNDEAD, WRAITH
Perception +16; darkvision, lifesense (60 feet)
Languages Common, Necril
Skills Acrobatics +16, Intimidation +17, Stealth +16
Str –5, Dex +6, Con +2, Int +4, Wis +4, Cha +7
Lifesense (divination, divine) Wraiths sense the vital essence of living and undead creatures within the listed range.
AC 26; Fort +10, Ref +16, Will +16; +1 status to all saves vs. positive
HP 95, negative healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, or positive; double resistance vs. non-magical)
Sunlight Powerlessness A wraith caught in sunlight is stunned 2 and clumsy 2.
Attack of Opportunity [reaction]
Speed fly 40 feet
Melee [one-action] spectral hand +19 (finesse), Damage 2d8+7 negative plus drain life
Drain Life (divine, necromancy) When the wraith damages a living creature with its spectral hand Strike, the wraith gains 7 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Wraith Spawn (divine, necromancy) A living humanoid slain by a wraith’s spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the spectre that killed it. It doesn’t have drain life or wraith spawn and becomes clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will, gains Wraith Spawn, and is no longer clumsy.

E3
Checks
DC 20 Recall Knowledge (nature or crafting or lore applicaple check)
DC 15 Recall Knowledge (Lore Engineering)

E4:

Check
DC 24 Fortitude Check
Critical Failure: Stunned 1 and Sickened 2 for 1 minute
Failure: Sickened 2 for 2 rounds
Success No effect

SOOTHSAYER OTYUGH CREATURE 7
N, LARGE, ABERRATION
Perception +13; darkvision, scent (imprecise) 30 feet
Languages Common
Skills Acrobatics +13, Athletics +19, Stealth +13 (+16 in lair), Sewer Lore +8
Str +7, Dex +2, Con +5, Int –2, Wis +2, Cha –2
AC 24; Fort +16, Ref +12, Will +14
HP 135; Immunities disease
Stench (aura, olfactory) 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude save or be sickened 1 (plus slowed 1 for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects of this stench for 1 hour. Regardless of the save, while within the aura, creatures take a –2 circumstance penalty to saves against diseases. An otyugh’s stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with create water and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench.
Speed 20 feet
Melee [one-action] jaws +18, Damage 2d8+10 piercing plus filth fever
Melee [one-action] tentacle +18 (agile, reach 10 feet), Damage 2D6+6 bludgeoning plus Grab
Ranged [two-action] goo spew +16 (alchemical, disease, 20 feet) Damage none plus tanglefoot plus filth fever.
Goo spew: The soothsayer otyugh inhales a wet sound in its throat and spews a ball of disgusting and diseased phlegm at a target. If the attack hits that target is affected as by a greater tanglefoot bag (The otyugh and its allies gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28). In addition the target must immediately save against Virulent Filth Fever.
Constrict [one-action] 2d6+6 bludgeoning, DC 26
Reposition [one-action] The otyugh attempts to move all creatures that it has grabbed into other spaces within the reach of its tentacles, rolling a single Athletics check and comparing the result against each creature’s Fortitude DC. On a failure, the creature remains in place, and on a critical failure, the creature is no longer grabbed.
Virulent Filth Fever (disease); The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 28 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (6 hours); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (12 hours); Stage 4 unconscious (1 day); Stage 5 dead

E5
Checks
DC 40 Disable Device (Thievery)
DC 32 Force Open (Athletics)

Creature
Holy Warrior (Advanced a Knight of Lastwall from Age of Lost Omens Character Guide if needed)

E6:

Checks
DC 23 Perception

Treasure
Dose of Arsenic x 4
Dose of Pesh x 10

PUTRID OOZE CREATURE 11
N, HUGE, MINDLESS, OOZE
Perception +13; motion sense 60 feet, no vision
Skills Athletics +24
Str +8, Dex –5, Con +8, Int –5, Wis +0, Cha –5
Motion Sense As sewer ooze.
AC 19; Fort +24, Ref +10, Will +16
HP 265 (202); Immunities acid, critical hits, mental, piercing, precision, slashing, unconscious, visual; Resistances Electricity 14
Corrosive Mass A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 22 Reflex save or the weapon takes 2d6 acid damage (after dealing damage to the black pudding as normal). Thrown weapons and ammunition take this damage automatically with no save.
Speed 25 feet, climb 15 feet, swim 25 feet; suction
Melee [one-action] pseudopod +24 (reach 10 feet), Damage 2d10+8 bludgeoning plus 3d6 acid, corrosive touch, and Grab
Ranged [one-action] spatter +15 (acid, 25 feet) Damage 6d6 acid, corrosive touch
Constrict [one-action] 2d6+7 bludgeoning plus 2d6 acid, DC 31
Corrosive Touch When the putrid ooze hits a creature with its pseudopod, any acid damage is dealt to the creature’s armor or clothing as well as the creature.
Suction The putrid ooze can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it.

E7
Checks
DC 40 Disable Device (Thievery)
DC 32 Force Open (Athletics)
DC 30 Perception or Survival Check

F. City Sewers
Checks
DC 18 Balance (Acrobatics)
DC 18 Survival

F1

Treasure
+1 Full Plate (emerald grasshopper) x 3
Steel shield x 6
+1 striking longsword (murderer’s knot) x 3
Javelins x 12
Moderate healing potion x 3
Silver Unholy Symbol x 3
Wooden Holy Symbol x 3

Creatures
Vault Breaker

F2
Checks
DC 24 Fortitude Check
Critical Failure: Stunned 1 and Sickened 2 for 1 minute
Failure: Sickened 2 for 2 rounds
Success No effect

Treasure
Checks DC 20 Perception, DC 25 Perception
+1 striking longsword
+1 full plate
Steel shield x 2
50 gp
Silver crown 80 gp
Gloves of Storing

Creatures
Otyugh x 4 (Bestiary)
Adv Otyugh (Advanced, Bestiary)

F3
DC 20 Recall Knowledge (Lore Engineering)
DC 24 Recall Knowledge (Lore Engineering)
DC 24 Athletics
DC 30 Climb (Athletics)

Creature
Deinosuchus (Bestiary 67)

F4:

Checks
DC 32 Force Open (Athletics) (Door)
DC 34 Disable Device (Thievery)

Hazard
TORRENT OF FILTH HAZARD 11
MECHANICAL TRAP
Stealth DC 30 (expert)
Description A cistern behind a sculpture holds a massive amount of diseased sewage. Approaching the sculpture and depressing a pressure plate releases the water impacting the triggering creature, pushing them back and potentially diseasing them.
Disable Thievery DC 28 (expert) on the pressure plate before the door to jam the mechanism and prevent the torrent from being released.
AC 32; Fort +24, Ref +15
Statue Hardness 22, Statue HP 88 (BT 44);; Immunities critical hits, object
immunities, precision damage
Forbid Entry [reaction] (attack, mechanical); Trigger A creature depresses a pressure plate. Effect A line of water shoots from the mouth of the statue impacting all creatures in a 10 foot wide line at the door and expanding outward to 40 feet when it impacts the far wall..
Round 1: Melee Torrent Effective Shove (Athletics) of +22 vs. any creature within the torrent. Damage 6d8 bludgeoning plus filth fever.
Round 2: Melee Torrent Effective Shove (Athletics) of +18 vs. any creature within the torrent. Damage 4d8 bludgeoning plus filth fever.
Round 3: Melee Torrent Effective Shove (Athletics) of +16 vs. any creature within the torrent. Damage 2d8 bludgeoning plus filth fever.
Filth Fever (as Dire Rat but DC 24. In addition anyone who critically fails this save is stunned 1 and sickened 1 for 1 minute).
Reset The trap resets over the course of a week as the cistern refills.

F5:

DC 20 Recall Knowledge (Naure)
DC 25 Recall Knowledge (Religion)

Treasure
+1 Full Plate (emerald grasshopper) x 3
Steel shield x 6
+1 striking longsword (murderer’s knot) x 3
Javelins x 12
Moderate healing potion x 3
Silver Unholy Symbol x 3
Wooden Holy Symbol x 3
Everburning Torch x 2

Creatures
Vault Breaker x 3 (As Above)

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

It became a running joke in my Skull and Shackles campaign that the true danger and the eventual bbeg would be a jellyfish. The party was nearly tpk'd by jellyfish monsters a couple of times. The joke was that the day they became the new rulers of the Shackles an army of jellyfish wearing above water breathing apparatuses would march on the lands of men and start a terrible war that would be the next stage of the campaign.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Notes:
Past Edits: I listened to the Find the Path podcast last week for TG and the DM came up with a great idea to outfit his party a little bit with his very survival horror approach (something I'm doing in my run as well). Basically the idea is to make Roslar's Coffer in the Boneyard so much a mirror of the real world that one can scrounge equipment depending on long they take searching.

I'm also considering adding elements to raise eyebrows with the group and give kudos to those who pay attention. Like a half-dug hole in the clearing where the nobles are discussing the psychopomps etc.

Today's Build: I mentioned in another thread how I was concerned about the Guecubu. I finally came up with a choice that I think is pretty inventive (pat on back). I am not sure if the rot grub turned out too powerful or good enough but I gave it a shot. None of the conditions felt right. It thought about clumsy... not enough. Drain... too much. Just damage and a possible stun seems good.

I made the daemon's spell lists using the divine spell list but as sorcerers. I think... their lists might be a little weak on damage. Debuffs they are good but... it might require future edits.

Taking a break here at what I consider the mid-point of book 2.

J11:

Checks
DC 20 Recall Knowledge (Lore Engineering)
DC 20 Recall Knowledge (Lore nobles or Religion)

Creatures
GUECUBU CREATURE 8
CE, MEDIUM, EARTH, UNDEAD
Perception +16; darkvision, tremorsense 60 ft
Skills Acrobatics+18, Athletics +20, Nature+16, Stealth +19
Str +7, Dex +6, Con +4, Int +3, Wis +6, Cha +7
AC 27; Fort +16, Ref +13, Will +19
HP 125, negative healing, fast healing 5; Immunities electricity, death effects, disease, mental, paralyzed, poison, unconscious; Resistances all physical 10 (except bludgeoning), cold 10
Broken Ground (aura, earth): A Guecubu causes the ground to ripple and distort within 30 ft of its location. All creatures treat this area as difficult terrain. Guecubu are immune to this effect.
Speed 25 feet, burrow 15 ft., earth glide
[one-action] Melee bite +20, Damage 2d8+10 piercing plus misfortune
Misfortune (curse, luck, necromancy) A creature damaged by the Guecubu’s bite must succeed at a Will save DC 23. On a failure the creature is enfeebled and clumsy 2. If the creature is already afflicted by this curse then they receive Stunned 2 for one round.
Primal Sorcerer Spellcasting DC 23, attack +15; 4th: Shape Stone (at will)
Earth Control (earth, transmutation, manipulate) [two actions] The guecubu can drive it’s arms into the earth and manipulate its aura of Broken Ground. It may manipulate the earth in two ways. For the round following the use of this action the Broken Ground aura does not function. Both effects last 1 round and require a DC 26 Reflex Save
Bladed earth: The ground erupts in blades driving upward at chaotic angles.
Critical Failure: Creatures take 10d6 damage.
Failure: Creatures take 5d6 damage.
Success: Creatures take 2d6 damage.
Critical Success: No damage.
Wave of Earth: The ground roils and builds near the Guecubu and rolls out as a small wave threatening to coat all creatures in viscous mud.
Critical Failure: Creatures are Slowed 2 for 1 minute.
Failure: Creatures are Slowed 1 for 1 minute.
Success: Creatures are Slowed 1 for 1 round.
Critical Success: No effect.

J12
Treasure
Candle of Truth
Potion of Quickness

J13
Treasure
Gold Nodule Aeon Stone

J14:

Checks
Athletics DC 16

Treasure
Steel Shield (Mithral)
Greater Staff of Healing

Hazard
SCREAMING SARCOPHAGUS HAZARD 8
EVOCATION SONIC MAGICAL TRAP
Stealth DC 28 (expert)
Description When the lid of the sarcophagus is lifted the ear splitting sound of a terrified scream fills the chamber.
Disable Thievery DC 28 (expert) to find the faint runes traced on the lip of the sarcophagus and disrupt them without triggering the scream or dispel magic (to erase the rune without triggering the sensor, or dispel magic (4th level; counteract DC 22) to counteract the runes
Sound Burst (Heightened +2)l [reaction] (divine, sonic, evocation); Trigger A creature lifts the sarcophagus lid. Effect The runes detonate a sound burst centered on the triggering creature.
centered on the triggering creature’s square. This is a 4th level Sound Burst spell that deals 4d10 points of damage and depending on the save the target may be deafened. (basic Fort Save DC 25)

J14:

Creatures
VENEDAEMON CREATURE 5
NE MEDIUM DAEMON FIEND
Perception +12; darkvision, magic sense
Languages Common, Daemonic; telepathy 100 feet
Skills Arcana +13, Acrobatics +10, Athletics +10, Deception +13, Intimidation +11, Nature +13, Stealth +12
Str +2, Dex +4, Con +4, Int +6, Wis +3, Cha + 5
Magic Sense (divination, occult) A venedaemon senses magic (without expending an action to cast the detect magic spell) within 60 ft.
AC 19; Fort +9, Ref +12, Will +15; +1 to saves vs magic
HP 62; Immunities death effects; Weaknesses good 10
Speed 25 feet, 25 feet fly
Melee [one-action] tentacles +11 (evil), Damage 2d6+5 bludgeoning plus 1d6 evil
Divine Innate Spells DC 22, Spell Attack +14; 4th dimension door (x3), 3rd dispel magic (x2), slow (x3)
Divine Prepared Spells DC 22, Spell Attack +14;; 3rd: Chilling Darkness, Crisis of Faith, Vampiric Touch, Blindness; 2nd Darkness, Enlarge, See Invisibility, Sound Burst; 1st Bane, Command, Fear, Ray of Enfeeblement; Cantrips: Acid Splash, Chill Touch, Detect Magic, Forbidding Ward, Shield
Arcane Soul-Crush (necromancy, healing, manipulate) [two actions] A venedaemon may consume a held soul gem, allowing it to cast any of its spells known without using a spell slot. For the daemon to use this ability, the consumed gem must contain the soul of a creature with rating equal to or greater than the spell level of the desired spell.

J16
Checks
DC 25 Perception
DC 20 Recall Knowledge (Lore Engineering)

J17:

Checks
DC 25 Perception
LIVING WALL CREATURE 4
N, LARGE, CONSTRUCT, EARTH, MINDLESS
Perception +11; darkvision
Skills Athletics +12
Str +5, Dex –2, Con +5, Int –3, Wis +2, Cha –3
AC 18 (14 when broken); construct wall; Fort +11, Ref +6, Will +10
HP 70, Fast Healing 2; Hardness 7; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistance 7 acid, cold and fire; Weakness 5 slashing
Construct Wall As animated broom, but reduced to AC 15 when broken. (see Bestiary)
Speed 10 feet
Melee [one-action] Wall Fist +14 (magical), Damage 2d8+5 bludgeoning plus Grab
Crushing Push [attack] [two action] A living wall adjacent to a creature that is also adjacent to a barrier (such as a dungeon wall, gate, or another living wall can slam that creature into that barrier for 2d8+10 points of damage. As part of this action the wall may attempt a Grapple (Athletics) check to restrain that character.
Fleshy Link: If two living walls are adjacent to each other they can form a link and coordinate their attacks. When the walls strike they do so simultaneously and the attacks of one creature do not count against the multiple attack penalty of the other. All damage to the combined walls is split evenly and for all purposes it is counted as a creature of its new size (see below).
2-3 = Huge
4-5 = Gargantuan
6+ = Colossal

J19:

Checks
Recall Knowledge DC 20 (Arcane)

Creature
ROT GRUB SWARM CREATURE 7
N LARGE ANIMAL SWARM
Perception +16; tremorsense 60 ft.
Skills Acrobatics +15, Stealth +17
Str –4, Dex +4, Con +6, Int –5, Wis +2, Cha –5
AC 24; Fort +18, Ref +12, Will +10
HP 90; Immunities precision, swarm mind; Weaknesses area damage 5, splash damage 5; Resistances bludgeoning 2, piercing 7, slashing 7
Speed 10
Infestation [one-action] Each enemy in the swarm’s space takes 2d10+8 piercing damage (DC 22 basic Reflex save) and is exposed to infestation. Future exposure to this effect restarts the duration of the infestation.
Critical Failure: Creature is infested with rot grubs for six rounds and takes 8 persistent damage per round as they burrow beneath their skin. Creature is Stunned 2 until rot grubs are removed or effect ends.
Failure: Creature is infested with rot grubs for three rounds and takes 8 persistent damage per round.
Success: No effect
Any type of area damage, a DC 25 medicine check, or a remove curse spell kills all infesting rot grubs and ends the effect.

J20
Checks
DC 22 Recall Knowledge (Religion)
DC 20 Recall Knowledge (Lore Engineering)
DC 40 Perception
DC 35 Disable (Thievery)

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

My background writing in progress. Basically a rough draft.

Avenger of the Coffer:

“Because if I can’t protect Rosler’s Coffer, you’ll be damn sure I’ll avenge it.”
Rosler’s Coffer has suffered a great number of trials over the last few years. First the orcs of the Hold of Belkzen invaded and villagers who didn’t escape their rampage were put to the sword or sold into slavery. The defenders at the Bastion of Light fought to the last to protect the retreating civilians and for years the village remained in the hands of the invaders. When they were finally driven back many of the Coffer’s citizens returned only to find that a massive creature had taken up residence in the Bastion and haunted the area around it.

After several adventuring groups had tried and failed to remove the beast a group of Pathfinders, one of them a former resident of the Coffer, arrived in the village and set out to kill the rampaging beast. It was that same former resident whom you came to idolize in the days that they spent hunting the beast. You followed in the group’s wake marvelling at the life of an adventurer and hoping that you too could one day be just like them. It was when you decided to steal away in the dead of night to watch their final battle when it all unraveled. When you unwittingly caught the creature’s attention your hero saved you at the expense of their own life.

Their last words pleaded with you to protect The Coffer and the people in it.

It’s been two years since that day and you have spent every waking hour of your life preparing to defend the town and it’s people.
Choose two ability boosts. One must be Strength or Charisma, and one is a free ability boost. You’re trained in the Athletics skill and the Society skill. You gain the Assurance (Athletics) skill.

Family of the Coffer:

“I used to be an adventurer like you, and then… love happened.”
You were pretty sure you had a solid future ahead of you in the adventuring profession. You left your home with stars in your eyes and a thousand tales between your ears. “The Five from Sandpoint”, “The Jade Empress”, “The Taldan Razors”, and “The Silver Ravens”. Those tales were all well and good but you were going to be better. You didn’t count on falling in love. Suddenly adventure paled in comparison to a life with your beloved. When they told you about the idyllic town where they grew up and how it would be a great place to raise a child… well their were worse ways to propose. You’ve lived in the Coffer for ten years. You were there for the exodus when the orcs came and you were there for the creature at the Bastion and you’ve raised a child through all of it. You wouldn’t have it any other way.
Choose two ability boosts. One must be Constitution or Intelligence, and one is a free ability boost. You’re trained in the Diplomacy skill and the Cooking Lore skill. You gain the Bargain Hunter skill feat.

Faith of the Coffer:

Required: Follower of Sarenrae
“Somewhere deep down, I wonder if the Bastion of Light can ever shine again.”
You left Rosler’s Coffer years ago. You were a refugee who fled with your family from the oncoming orcs and eventually settled in Vigil. Things were hard for you and your parents and in the end they did not survive the hardships. It was within the faith of Sarenrae that you found solace and hope. It was a kindly halfling priest named Norreth Albo who noticed that despite what little you had you were ever present at service and eager to help those in need. Seeing something in you he offered to take you under his wing and train you in the faith.

When Norreth Albo suggested that his next great mission was to return the light of Sarenrae to the Coffer many of his superiors were supportive but doubtful. Your training finished, he offered you the chance to return to your home and help him rebuild the Bastion of Light. You arrived only recently and were surprised to find that some families you had known before fleeing the war had returned as well. Memories of home came flooding back and you were reminded just how good a place this had been.

If anyone can see the Bastion and the Coffer back into the light it’s Norreth and you’re going to be there to help him.

Choose two ability boosts. One must be Constitution or Wisdom, and one is a free ability boost. You’re trained in the Religion and the Vigil Lore skill. You gain the Student of the Canon skill feat.

Hero of the Coffer:

“Gods help me if these people ever wise up.”
You’ve only been a ‘resident’ of the Coffer for about a year. You’ve never been a particularly moral or upright type of person. In fact, many would claim that you are a filthy criminal and that just about everyone would be better off if you were rotting in a cell. That’s what makes your current situation so strange. About a year ago you and your pals Cythriel, Zondus, and Rozdak got yourselves kicked out of a local bandit group. The boss wasn’t too happy with Cythriel, the meanest damned elf you’ve ever met, telling him he was a waste of space and that folks would be better off if she was in charge.
Well, one swift run through the wood later and you lot had to find somewhere to hold up. Zondus suggested the Coffer. You think it went something like, “It’s a whole town of rubes who are just back to build their town back up,” and, “We could be running the place in a week!”
Unfortunately, that wasn’t exactly true. The Coffer folks didn’t take to Cythriel’s yelling and mostly treated you all like fools.
Things were looking pretty sparse, and a couple of the ‘Coffer Crew’ were suggesting moving on to greener pastures. That’s when your old boss the bandit chief strolled in and started threatening folks.
With no real intention of being noble Cythriel suggested jumping him and getting a bit of revenge.
It didn’t go well.
In the end you were the only one who pulled through. All your idiot friends had gone on to their final rewards.
And yet, The Coffer has, on the whole, agreed that you are a BIG DAMN HERO and can’t stop thanking you for saving everyone’s lives.
At first you were just happy to take all the adulation and the praise and maybe get the hell out before they figured out the truth.
It wasn’t long though before you realized just how good these people were. The Coffer is full of folks who just want to lead a good life and have been dealt a bad rap.
You know very well what that’s like.
Maybe, you can give up all this crime nonsense. Maybe… just maybe you can be just a normal joe who just happens to have ‘hero’ on his list of credentials.
Maybe these people, and this place are worth fighting for.
Choose two ability boosts. One must be Dexterity or Charisma, and one is a free ability boost. You are trained in the Society skill and the Games Lore skill. You gain the Streetwise skill feat.

Blood of the Coffer:

“Shrikes, Forever Faithful.”
There aren’t a huge number of long time blood residents of the Coffer left but you are one of them. To hear your mother Arbella tell it you are as near to royalty as the town can offer. You must have heard the story a thousand times. Ervin Roslar rides off to fight the Whispering Tyrant, a paladin in service to Arazni (back when she was still a herald of Aroden). The man himself didn’t count on returning and declared that the town would be his resting place. He did in fact fall the undead hordes but legend says that his body never made the return trip.
“To the hell’s with those who claim that Roslar was part of some scandal,” your mother would say.
“We are descendants of one of the Red Shrikes and you should be proud!”
It’s on that basis that she has been pushing for years to find herself in position to become the Coffer’s mayor.
You’ve been groomed for years to help your mother see her political goals come to fruition. You’re entirely sure if her promises of your noble bloodline to one of the Red Shrikes is true but if even half the tales that are told about them are true they are a daunting example to live up to.
As the Remembrance Day Festival approaches your mother has been particularly frantic to make sure that it goes well.
Many of the preparations have been at her orders and she hopes that the results will convince the town to elevate her to the position of Mayor in the coming year.
Perhaps once that happens, things can go back to normal.
Choose two ability boosts. One must be Constitution, or Charisma, and one is a free ability boost. You are trained in the Deception and Lore Shining Crusade or Lastwall skills. You gain the Charming Liar feat.

Knight of the Coffer:

“I am a Knight of Ozem, until my dying day. For Lastwall, and for Iomedae.”
You lost everyone when the orcs attacked Roslar’s Coffer. For whatever reason the entirety of your lineage was taken. It was a solitary Knight of Ozem, Ser Alistair Grunvier, who haulted you out of the ruins of the town and carried you crying from the destruction.
Grunvier was set to take you to Castle Everstand to join the rest of the refugees but he noted a fire in you. It was he that suggested that someday, “With hard work,” you could make sure that others would not have to suffer the same fate that you had.
It was he that told you, that someday you could become a Knight of Ozem.
Without hesitation you offered to be the elder Knight’s squire and have served in that capacity for years since. Even when it was said that the Coffer was being resettled you accepted that your mission had become bigger than one town and the entire nation of Lastwall and in the case of The Whispering Tyrant and his minions, all of Golarion needed what protection you could offer.
Today, you are on the cusp of joining the Knights as a full member. Sir Grunvier has also chosen this time to retire from service claiming that you are a fine choice to take his, ‘place on the line’.
With some gentle prodding you were convinced by the old soldier to go home to Roslar’s Coffer for it’s Remembrance Day ceremony.
He suggested that the rebirth of the town would be a good reminder of what the Knights fight for.
Choose two ability boosts. Strength and Wisdom, and one is a free ability boost. You are trained in the Athletics and Lore Knights of Ozem skills. You gain the Hefty Hauler feat.

Stone of the Coffer:

“As Implacable as the Stone They Work”
While some in town claim that they come from the Coffer’s ‘royal’ blood there likely isn’t anyone more deserving of that title in the Coffer than you and your family. You have been able to mark the name of your family for generations back and every generation has been a stone worker. It’s said that your family made the very tomb that Roslar was to be buried in.
A common joke in town is that your family makes tombstones for its youngest members when they turn sixteen. Some members of the family leave but in the end almost all come back and there has always been a mason to work the stone.
You, or your parents, may not be on the council (and surely members of your family have been in the past) but it’s understood that folks turn to you and yours about matters of importance to the Coffer.
The wars came, the family left, and they returned.
Folks are saying that a priest from Vigil is coming down to rebuild the Bastion of Light.
“There is always stone to work,” your mother was fond of saying. Seems she was right.
Choose two ability boosts. Constitution and Wisdom, and one is a free ability boost. You are trained in the Crafting (Stonework) and Lore (Engineering) skills. You gain the Quick Repair feat.

Goblin of the Coffer or Kill Ghost?:

“The Kill Ghost?s are a unique composition of the complete insanity of goblins and the pretentious civility of the modern gentry”
For the majority of their existence, the approximate length of time largely unknown, The Kill Ghost? goblin tribe of southwestern Lastwall were known as the Gutcruncher tribe. They were a local menace and potential allies of the orc hordes of the Hold of Belkzen. It was a chance meeting with a rather boisterous local noble and self-proclaimed ‘friend and confidant of the Knights of Ozem’ named Lord Alphonse Fanshaw of Vigil that would change their worldview and name something of a contentious subject in the region and vigil itself.
When Lord Fanshaw was leading an ill advised ‘sortie’ against the orc forces he was badly injured and lost consciousness. He awoke to find himself in the care of the Gutcrunchers who, as goblins do, were planning to, ‘eat the longshank’.
It was Fanshaw’s incredibly flamboyant and indignant reaction to his capture by goblins that quite possibly saved his life. Espousing a great deal of, ‘Do you know who I am?,” anger the goblins found themselves enamored with his wild mannerisms and bouts of rage.
Lord Fanshaw found himself a long term visitor to the Gutcrunchers while he healed his considerable wounds. His indignant disgust with the lack of amenities became incredibly popular among the Goblins if used in the incorrect context: “You call this tea?!” when asking someone if they want to have tea, “Don’t you know who I am?” when introducing oneself, “I’m surrounded by fools!” when exclaiming the virtues of ones tribe and so on.
While Lord Fanshaw did eventually leave the Gutcrunchers (in quite a huff) he left a lasting impression on them. His exclamations and lamentations that he was not able to ‘face the undead threat’ highest among them. The Gutcrunchers became obsessed with the idea of being ‘proper gentlegobbos’ which, from their time with Fanshaw, was entirely judged on one’s ability to kill undead.
The tribe’s chief came to a decision, wholly supported, that they would now forward be called the Kill Ghost?. In honor of their guest they no longer hunt or harass longshanks (A gentle gob not hunting gentleshank. Only deadshanks!) and have devoted themselves to fighting undeads to be proper gentlegobs. They frequently craft salvaged materials into ‘gentleman-like’ clothing which has lead to a unique outfitting of scrap metal top hats and metal skirts. A mark of distinction is the empty metal loop placed around the eye that only the greatest gentlegobbos wear.
The Kill Ghost?’s have become tenuous allies with the village of Roslar’s Coffer. They send small trading groups to the village from time to time. The town barely tolerates their bizarre behavior and there is contention between the villagers as to whether they should ask a group of the Knights of Ozem to wipe them out or just leave them be.
Choose two ability boosts. Dexterity and Intelligence, and one is a free ability boost. You are trained in the Stealth and Lore (Undead) skills. You gain the Terrain Stalker (Forest) feat.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Yeah, kudos to him. I have to admit I wouldn't be able to keep my cool as much as he is with how well they seem to be rolling over those giants (which says more about me as a gm than the glass cannon guys). I think if I was still going to run 1E these last episodes at the very least would have me banning antagonize. :)

(j/k don't want to start an argument)

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

F10:

Note: This one was rough. I am sure there are problems with her. In addition I used the playtest version of the witch. She isn't 100% a witch but she does have some of the abilities.

Creature
CATRINA (SPECIFIC) CREATURE 7
N, MEDIUM MONITOR PSYCHOPOMP
Perception +17; darkvision, lifesense 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +15, Boneyard Lore +17, Religion +16, Stealth +18, Occultism +16, Diplomacy +20
Str +2, Dex +6, Con +5, Int +6, Wis +4, Cha +5
Lifesense (divination, divine) A psychopomp senses the vital essence of living and undead creatures within the listed range.
Calming Aura (aura, divine, emotions) A catrina exudes an aura of calm emotions (as the spell) within 30 ft (DC 19).
AC 24; Fort +12, Ref +15, Will +18, +1 to saves vs. magic
HP 95; Immunities death effects, disease, poison; Resistances all physical 7 (except adamantine), cold 8, elec 8
Speed 25 feet
Melee [one-action] slam +16 (finesse, agile), Damage 2d8+8 piercing plus spirit touch
Compel Condemned [two actions] The catrina beckons to her target and asks them to kiss her. Any damage by any source, other than from the catrina ends this effect. Will DC 25
Critical Success: The target completely resists the compulsion.
Success: The target is stunned 1 as it fights off the compulsion
Failure: The target approaches the catrina and when it reaches her attempts to kiss her.

Kiss of Death (death, negative, manipulate) (one action) The catrina gives the target a long and passionate kiss. If the catrina manages to maintain this embrace for three whole rounds and the target takes damage each turn the creature dies. DC 22 Fortitude Save
Critical Success: If under the effect of Compel Condemned the target immediately breaks free.
Success: The target takes no damage.
Failure: The target takes 2d10+9 negative damage.
Critical Failure: The target takes 4d8+9 negative damage and is stunned 1 for one round.

Cackle (auditory, sonic) [one-action]
Requirements You have at least one spell active that has a sustained duration and affects ones or more targets, and you are not fatigued.
You gain the effects of Sustaining a Spell with one or more targets of that spell, as long as the targets can hear you Cackle. As when Sustaining a Spell, Cackling for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration. If your Cackle is disrupted, the spell immediately ends.

Life Boost (uncommon, healing, necromancy, witch) (two actions)
Range 30 ft; Target 1 Creature
Duration Sustained up to 1 minute
You temporarily bolster the target’s vitality. The target gains fast healing equal to the spell level. The target is then temporarily immune for 24 hours.

Occult Innate Spells DC 22; +14
5th: Tongues (at will), 2nd: Invisibility (at will; self only), illusory creature (h4) [3]; 1st: Cantrips: Dancing Lights

Primal Prepared Spells DC 22, +14
2nd: Resist Energy, Heal H2, Burning Hands H2, Web; 1st: Fleet Step, Fear, Grease, Gust of Wind ; Cantrips: Detect Magic, Electric Arc, Tanglefoot, Stabilize, Prestidigitation

Feats
Familiar’s Tongue
Assurance (Diplomacy)
Counterspell (reaction)
Incredible Initiative
Unmistakable Lore (Boneyard)

Spirit Touch A catrina’s Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead.
Familiar: This catrina has a raven familiar which is the focus of her patron and spells. This raven familiar can cast the spell spirit link. (See advanced players guide playtest)

Equipment: Brooch of Shielding, Diplomat’s Badge, Wand of Levitate

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

No problem. I will be getting Mictena done near the end of the month once I'm done with NaNoWriMo. :)

Glad any of it can be helpful to anyone.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

War for the Crown. Hands down. I have enjoyed when it hasnt been about fighting. Ive enjoyed the intrigue. I have never been more proud in the changes Ive made on the fly in an adventure.

The character building has been amazing. My players seem to really enjoy it. I feel like Ive never told a better story in gaming bar a few Call of Cthulhu games.

Also, Taldogis.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

The way I'm currently planning on handling it is to have the npc who informs the group tell them that in addition to dying that their spirits wont be moving on to the boneyard. This will hit hard as those who lived from the onset will remember having to leave behind loved ones there. However, allowing themselves to be destroyed will severely weaken Tarry Baphs. Basically all the obols and shard will become synced and the spirits of the heros will gain a connection to his phylactery. Taking a cue from Cole's suggestion early in the thread the second he reforms at his phylactery five kids are born with obols representing each of the heros. Due to his connection to them he loses a Mythic tier per obol now connected to him. He would then need to go on the defensive as his phylactery is no longer an artifact and he is far weaker. The whispering way would go from finding a way to free him to finding a way to capture these hidden individuals (as killing them just causes them to reborn) so he can find a way to magically seperate himself from the heroes souls which now essentially stand eternal vigil over him.

I may even in a later campaign spring the fact that one of the pcs has an obol on them or reveal that a close acquaintance has one. Throw in a whispering way capture squad or something.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

In my game the group knocked out Sir Gul and he was put up on trial by Baron Okerra. Since Okerra was on the outs with the party he found him guilty but since he was more on Bartleby's side during the book 2 affair he just banished him from the county.

Later on in book 4 when the party assassinated the Chief Enumerator of the Vault and Chain Pytharreus called in Sir Gul to be the interim Chief Enumerator since he had previous experience with Eutropia's Razors (What the regular populace call the party).

Unfortunately for Gul the group infiltrated the Pillar as guards and templars and managed to get him into an empty room, drop a silence dust and killed him pretty quickly. They were pretty happy to close that 'mistake' of letting him be tried instead of killing him.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

With the release of the document cited above I'm going to go back and do some touch ups on all my old builds for creatures in addition to treasure allocations.

Obols:
Obol Rebuild
Resistance Negative Energy equal to current HD. (or 1/2)
+1 Status Bonus to all Saves v.s. Spells with the Negative sub-type.
Character attacks with natural and melee weapons now count as silver and magic for the purposes of overcoming UNDEAD resistances.

A1:

Note: This stuff is really in flux because I've been inspired by the Find the Path Podcast (really good btw) to basically go full survival horror and put the party in their sarcophagi with the stuff they had at a remembrance festival in Roslar's Coffer... or even just in burial shawls. Obviously if someone plays a wizard or alchemist things could get squirrely.
Added one ironshod quarterstaff, a broken suit of chainmail and a morningstar to the tombs.
Crowbar
Flint and Steel
Common Lamp x 3
Hammers x 2
Hooded Lantern
Pint of Oil x 8
Dented Pewter Mug

A2:
Checks
DC 14 Perception Check to find pearls listed below.

Treasure
The ostovite bone chariot in this room’s arm has been grafted to a longsword. Pearls x 3 / 20s each.

Creatures
Ostovite
Creature 1
NE, Tiny, Animal
Perception +6; darkvision
Skills Acrobatics +6, Athletics +3, Stealth +10
Str +0, Dex +4, Con +2, Int -5, Wis +2, Cha -4
--------------------
AC 15; Fort +7; Ref +10; Will +4
HP 19
--------------------
Speed 25 feet
Melee [1] mandibles +7 (finesse), Damage 1d4+2 and 1d6 acid

Bone Chariot
An ostovite presented with a corpse that in life had a rating of 2 or fewer (not counting rating from class levels) and that contains a skeletal structure can spend 1 hour extracting the bones and then softening and reweaving them around itself, creating a deformed and skeletal version of the original creature. This “bone chariot” functions as if the corpse had reanimated and gained the skeleton template, but gains the construct type instead of the undead type and has no will of its own—it moves and attacks at the direction of the ostovite, which rides in its center.

An ostovite cannot use its own attacks while ensconced in its bone chariot, and damage done to a bone chariot does not harm the ostovite until the bone chariot has been reduced to 0 hit points, at which point the skeleton crumbles and the ostovite can attack and be attacked as normal.

Multiple ostovites can combine their abilities to animate the skeletons of larger creatures, so long as they all ride within the same bone chariot—each additional ostovite increases the maximum rating of the corpse that can be animated by this ability by 2.

-

Note: Change to the description of the creature. The ostovite has managed to graft a fine longsword into the arm of its bone chariot for defense purposes.

Bone Chariot Humanoid
Creature -1
NE, Medium, Mindless, Skeleton
Perception +2; (senses of Ostovite)
Skills Acrobatics +1, Athletics +5
Str +3, Dex +2, Con +0, Int -5, Wis +0, Cha +0
Items longsword
--------------------
AC 15; Fort +2; Ref +8; Will +2
HP 5; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
--------------------
Speed 25 feet
Melee [1] claw +6 (agile, finesse), Damage 1d4+2 slashing
Melee [1] longsword +6 (versatile), Damage 1d8+2 slashing

A3:

Treasure
Wand of Create Water
Healer’s Kit
Minor Healing Potion x 5
Silver Holy Symbol of Aroden
Candles x 12

A4:

Checks
DC 15, 18, 22 - Society or Religion
DC 15 - Occultism or Religion

Creatures
Ostovite (See Above)

Treasure
Shortsword (Distinctive)

A5:

Falling Slabs Trap (Adapted from Slamming Door on page 521 CRB)
Stealth DC 16 (trained)
Description Touching the decaying shelves where the stones lay causes them to fall onto an unsuspecting target.
Disable Thievery DC 15 (trained) on the shelves before they are interacted with.
AC 16; Fort +10, Ref +2
Hardness 5, HP 20 (BT 10); Immunities critical hits, object immunities, precision damage
Tumbling Stones [reaction] Trigger Touching any of the stone baring shelves in the room causes them to fall into the adjacent squares.
Effect The stone slabs deal 2d6+5 bludgeoning damage to anyone beneath or adjacent to the shelf when it collapses and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction.

Treasure
85s ring
Scroll of Bless x 2

A6:
Checks
DC 20 Athletics to open tomb

Creatures
Bone Cobra
Creature 1
N, Tiny, Construct
Perception +6; darkvision
Skills Acrobatics +7, Athletics +6 (+8 Climb), Stealth +6, Survival +3
Str +1, Dex +4, Con +0, Int -4, Wis +1, Cha -2
--------------------
AC 16; Fort +4; Ref +9; Will +7
HP 20; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 3, electricity 3, fire 3, piercing 2, slashing 2
--------------------
Speed 30 feet
Melee [1] fangs +8 (agile, finesse), Damage 1d6+2 piercing plus slurry

Toxic Slurry
The fangs of the bone cobra spread a toxic slurry that functions exactly like a lesser tanglefoot bag (-10 foot penalty with a DC 17 escape check). Repetitive applications of the slurry are cumulative.

Find the Target
By expending three actions once per day a bone cobra may use this ability to hunt a target within 1 mile and attempt to kill it. This ability otherwise functions like the spell discern location.

A7:
Creatures
Ostovite (as above)

Bone Chariot Horse
Creature 1
N, Large, Mindless, Skeleton
Perception +6; darkvision
Skills Acrobatics +8, Athletics +6
Str +5, Dex +3, Con +2, Int -5, Wis +0, Cha +0
--------------------
AC 15; Fort +10; Ref +7; Will +4
HP 18, Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 3, electricity 3, fire 3, piercing 2, slashing 2
--------------------
Speed 20 feet
Melee [1] hoof +9, Damage 1d8+4 bludgeoning

Treasure
65s bridle

A8:

Ostovite (As Above)

A9:

Flash Beetle (Bestiary)

A10:

Creatures
Mitflit (Bestiary 192)

Animate Hair
Creature -1
N, Tiny Ooze
Perception +5; motion sense 60 feet, no vision
Skills Acrobatics +5, Athletics +2 (+4 to Climb), Stealth +5
Str +0, Dex +3, Con +2, Int -4, Wis +0, Cha -3
--------------------
AC 14; Fort +5; Ref +8; Will +2
HP 8; Resistances: piercing 1, bludgeoning 1, critical hits, mental, precision, unconscious, visual; Weaknesses: fire 1
--------------------
Speed 25 feet, climb 10 feet
Melee [1] slam +6 (agile, finesse), Damage 1d4
Feat Titan Wrestler

Empathy
Animate hair can communicate empathically with a host it is attached to. This empathy allows the animate hair to encourage or discourage certain actions by communicating emotions and urges. It does not allow verbal communication.

Infestation [1]
Animate hair can climb onto and attach itself to a willing or helpless Medium or Small humanoid. The animate hair shares the same 5-foot square as its host’s space. This doesn’t negatively impact the host or the animate hair. Attacks that hit an attached animate hair deal half their damage to the animate hair and half to the host. The animate hair can be removed from its host with a successful Athletics (Grapple) maneuver..

Muderous Whispers [1]
The Animate Hair may cast this ability at will on any target that it has attached itself to. It’s host must make a DC 13 Will Save or be afflicted by the spell paranoia. If the subject passes its save it may not be affected by Murderous Whispers for 24 hours.

A11:

Puzzle
I think this puzzle can be left as is. Maybe up damage to D8.

Other Ways to Access
DC 21 Perception
DC 18 Athletics (Force Open)
DC 22 Thievery

Treasure
Half Plate Armor
Silver Shield, Low-Grade

Creatures
Note: During the fight the party may make a perception check versus the mitflit in A13 trying to spy on this battle.

DC 15 Perception to notice
Giant Cockroach
Creature -1
N, Small, Animal
Perception +5; low-light vision, tremorsense 30 ft (imprecise)
Skills Acrobatics +5, Athletics +4
Str +2, Dex +3, Con +3, Int -5, Wis +0, Cha -4
--------------------
AC 14; Fort +8; Ref +5; Will +2
HP 7
Ferocity [reaction]
--------------------
Speed 25 feet, fly 15 feet
Melee [1] mandibles +8 (agile, finesse), Damage 1d4+1 piercing

A12:

Checks
Religion or Arcana 15 (this id’s the binding runes not the crystal itself)
Spectre Orb
Stealth DC -
Description Touching the orb strikes the character with a burst of negative energy and the image of a howling tormented face..
Disable Occultism DC 17 (trained) on the orb before it is interacted with to harmlessly dissipate the negative energy within.
AC 13; Fort +10, Ref +4
Hardness 5, HP 20 (BT 10); Immunities critical hits, object immunities, precision damage
Negative Blast [reaction] Trigger Touching the orb with their hand (even gloved) causes the orb to blast dark energy into the target.
Effect The orb deals 2d6+5 negative energy damage to anyone touching it. A Reflex DC 17 reduces the damage by half. A critical success means no damage at all.

Treasure
Dagger
6 x Darts
Jasper Frog 19sp

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I asked the same question and it took me a while to find it. Literally the only other way to shift attitude happens when the group finds Portimer of Stachys 'not guilty' during the trial. So I made it happen (as above) at a set investment of funds.

Dark Archive

5 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

Hey everyone!

My next big path (and only one for the foreseeable future) is going to be Tyrant's Grasp but I'm currently making the effort to convert it to Second Edition. It's slow going but I feel like even if nothing comes of it I will learn the system a lot more while I'm finishing up Jade Regent and WftC.

So here is my google drive doc with my current work on Dead Roads. I would appreciate anyone calling out any major problems with the monster's I've tried to build or the changes I've made.

Thank you!

Dead Roads Conversion

Note: This document intentionally does not contain anything more than relevant dice rolls, creatures and treasure and a conversion for the Obol powers.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I run three games right now (I admit I have a problem) and I am genuinely hoping that at least my Tomb of Annihilation and Jade Regent games will be done by August with War for the Crown finishing hopefully by Christmas.

Actually I doubt all that... but one can hope.

Once those three games are done I will either start running a Starfinder game... or TRYING to adapt Tyrant's Grasp to PF2E.

I'm also toying with a few Vampire 5E games.

To actually answer the OP's question though... I used to enjoy building characters for fun in HeroLab and now I just ask, "What's the point?"

So that hit me.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

If you are looking to expand on the main villain of the campaign and add more flavor about them into the early path (which a lot of people suggest) there is Legacy of the First World (for NPC building options) and The First World, Realm of the Fey to better understand the motivations of the BBEG.

Since you are also fighting a lot of humanoids I tend to suggest The Monster Codex for all of its readily built variations on basic humanoid enemies like ogres and trolls. Of course that isn't strictly required.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

1.) Emerging guns.

2.) In an instance like that with a player who seems extremely dead-set on something I would probably allow it. Telling them they are wrong will only cause friction and stress. But... sometimes I can be accused of letting my players have wins so I can cut them down later.

3.) The party can survive without a trap-finder. There are actually ways to get around traps that don't require a rogue. Remember any character can find a trap with perception. It only takes a character trained in disable device to disable one and a rogue or investigator (some archetypes) to disable a magical trap.

4.) There is a thread somewhere here on the boards that has a LOT of community content. One of those posts has a document... a gazetteer of Sandpoint and its environs. It can be pretty helpful.

5.) Sounds like you have it covered. There is likely a pawn pack for Rise of the Runelords you could order if you think you need one. I usually (when playing in person) use the same minis for everything (a troll for a giant, or a decent representation for random humanoids). You sound pretty solid on what you need. What I would do is get the feel for running the game and think about ways you want to handle certain mechanics. When I played in person I would write up these entire sheets of paper for upcoming encounters that had notes about abilities and an initiative track etc. It's different for all DMs.

6.) My suggestion is to make sure that in any given situation (like the group searching a room) you take the time to look at each player and ask them what their character is doing. If they are talking to an NPC make sure you say, "Who is taking the lead on this check (diplomacy etc)" and then ask what they say and ask if other characters want to provide input as aid another action and what they say. I think you will find that the players will often default to the player with the higher bonus and aid them with their check to get the best result. Just don't forget to get input from all your players when you can.

Finally my biggest advice is to not get too hung up on things. Let the game flow and if you think that some rule or restriction (within reason) is going to slow things down or make the game less fun let it slide in the moment.

Everyone should have fun.

The rule of cool.

The most important rules in the game. IMO.

EDIT: Sandpoint GM Guide

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

In addition there are plenty of people who the characters actions have influenced up to this point in the campaign. As Latrecis mentioned the elves of the Dismal Nitch. Any soldier of the Asmodean forces who has become disillusioned with the Thrune's rule. Some smug type from Vyre who decides to take a few months off from the decadence and get into some ultraviolence. Etc... Maybe the Queen from Vyre sends one of her agents to work with the PC's to protect the focus of her affection (if she has one in your game).

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I'd like to say that this book in particular (and seemingly the path itself) are turning out to be my favorite to run... perhaps ever. The way my players have engaged with the story from the mystery of the Night Swan to the question as to whether they are the actual villains has been great.

Some of the awesome NPCs (particularly Veletto and the Night Swan) provided such interesting backstories for me to build off that my players have had an amazing time. :D

They are just about to finish up the book this Sunday and I'm not sure how they are going to react to their characters having to go back to being their old personas. :D

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I believe Taldogis is a name that Crystal came up with. Somewhere I have a picture of her desk with a picture of a large dog that says, "Taldogis Approves!"

My players loved Taldogis... probably more than Eutropia herself actually.

Dark Archive

5 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I wouldn't be surprised if the vocal hostility that seems to fill every single thread had something to do with it. They have tried to get player and customer feedback before and the forums were so lacking in constructive criticism that it all seemed to stall.

I know reading these forums makes ME less likely to take part in the playtest process.

Hopefully it is just the just con schedule and technical problems.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

I think you may have covered it in your original post but I can not stress enough the importance of trying to keep players from playing 'stupid' evil.

When my group tried to play this path things just escalated into more and more atrocities to justify 'being evil' and eventually the game just died on the vine before the end of the first book.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

So my CotCT group is standing right in front of the doors to the Donjon and trying to figure out how to open the doors to it. It will likely involve an adamantine weapon because... of course.

I am, however, looking ahead. Given how quickly this adventure seems to move I have now reached prep on the throne room at Castle Korvosa and since the simulacrum is a lower level version of Ileosa herself I wanted to get her final form worked out before the big dance.

I did a three stage fight for Carrion Crown back in the day and it was suitably epic so I wanted to try something similar. I decided to take Raynulf's advice from the Ileosa rebuild thread here on the boards and make Ileosa a wit archetype bard. I removed her Aristocrat levels because she retrained... Easy enough.

So for the second stage of the fight with her I decided to really throw the group for a loop and have Kazavon really tear what remains of Ileosa's psyche (she naively thought she was in control of the crown) and emerge as a: Invincible (mythic) Agile (mythic) half-dragon bloodrager (draconic) 20th level.

I wanted to share the stat block below to get folks advice and concerns. To my eyes 'Kazavon Ascendant', as I'm calling him, might be a touch too much. I already shifted Ileosa's old amulet of natural armor to an amulet of mighty fists and assuming that since she was dead removed her Erinyes bound condition which reduced kazavons raging ac from 53 to 45.

Oh DMs of the Curse of the Crimson Throne, please give me your thoughts.

Kazavon Ascendant:

--------------------
Kazavon Ascendent CR 26/MR 3
XP 2,457,600
Female invincible half-dragon agile human (Chelaxian) bloodrager 20 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 170, Pathfinder RPG Mythic Adventures)
LE Medium dragon (humanoid, human)
Init +33/+13, dual initiative; Senses arcane sight, blindsense 60 ft., darkvision 60 ft., low-light vision, true seeing; Perception +26
--------------------
Defense
--------------------
AC 45, touch 25, flat-footed 35 (+8 armor, +5 deflection, +8 Dex, +2 dodge, +2 insight, +12 natural, -2 rage); never flat-footed
hp 479 (20d10+308); regeneration 20 (Serithtial)
Fort +35, Ref +22, Will +18 (+4 vs. enchantments); +4 morale bonus vs. charm and fear, +2 bonus vs. spells cast by self or an ally; second save
Defensive Abilities block attacks, blood sanctuary, evasion, freedom of movement, improved uncanny dodge, indomitable will, never surprised; DR 10/adamantine (70 points), 10/epic, 5/—; Immune electricity, paralysis, sleep; Resist draconic resistance, acid 15, cold 15, fire 15; SR 22
Weaknesses susceptible to serithtial
--------------------
Offense
--------------------
Speed 70 ft., fly 170 ft. (good); dragon wings
Melee claw +39 (2d6+19 plus 1d6 Electricity), bite +38 (1d6+19)
Special Attacks blood casting, breath weapon, breath weapon (20d6 electricity, 60 ft. line, DC 35, 3/day), claws, mighty bloodrage (53 rounds/day)
Bloodrager Spells Known (CL 20th; concentration +33)
4th (5/day)—ball lightning[APG] (DC 27), black tentacles, detonate[APG] (DC 27), earth glide[ARG], fear (DC 27), shocking image[UC]
3rd (6/day)—blood salvation, blood scent[ARG], burst of speed[UC], draconic malice, fly, force hook charge[UM], haste
2nd (7/day)—brow gasher[UC], mirror image, pouncing fury[UW], protection from arrows, resist energy, scales of deflection, see invisibility
1st (8/day)—feather fall, infernal healing[ISWG], long arm[ACG], protection from good, shield, shock shield[UC], shocking grasp
Bloodline Draconic
--------------------
Statistics
--------------------
Str 35, Dex 26, Con 40, Int 18, Wis 14, Cha 36
Base Atk +20; CMB +36; CMD 57
Feats Arcane Strike, Blind-fight, Blooded Arcane Strike[ACG], Cleave, Eschew Materials, Great Fortitude, Improved Initiative, Improved Natural Attack (claw), Leadership, Mad Magic, Multiattack, Power Attack, Raging Brutality[UC], Reckless Rage[ACG], Rending Claws[APG], Unfettered Rage, Weapon Focus (claw)
Skills Acrobatics +9 (+25 to jump), Appraise +5, Bluff +14, Climb +13, Diplomacy +14, Disguise +14, Escape Artist +9, Fly +13, Heal +3, Intimidate +37, Knowledge (arcana) +28, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nobility) +15, Linguistics +10, Perception +26, Perform (dance) +34, Perform (oratory) +24, Perform (sing) +24, Perform (string instruments) +14, Perform (wind instruments) +24, Ride +9, Sense Motive +3, Spellcraft +28, Stealth +9, Survival +3, Swim +13, Use Magic Device +29
Languages Aklo, Common, Elven, Giant, Infernal, Shadowtongue, Thassilonian, Varisian; tongues
SQ contingency, contract bound, dragon form, everdawn infusion, exceptional stats, fast movement, inherent bonuses, permanent spells, tireless bloodrage
Combat Gear boots of teleportation, crown of fangs, greater quicken metamagic rod, ring of spell storing (major), wand of magic missile (CL 9th, 34 charges); Other Gear amulet of mighty fists +4, belt of physical might +6 (Str, Dex), bracers of armor +8, crimson gown, crystal ball with true seeing, eyes of charming, gloves of arcane striking[UE], handy haversack, headband of mental prowess +4 (Int, Wis), iridescent spindle ioun stone, pale green prism ioun stone, ring of splendid security, vibrant purple prism ioun stone, armband set with rubies (worth 3,500 gp), gold anklet set with rubies (worth 4,000 gp), gold-and-ruby earrings (worth 5,000 gp)
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Block Attacks (1/round) (Ex) When hit by an attack, if you succeed with a melee attack at your highest bonus vs. the attack result, the attack misses.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodrage (53 rounds/day) (Su) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Breath Weapon (1/day, DC 25) (Su) 1/day, Breath Weapon deals 1d6 (energy) damage, DC 25.
Breath Weapon (20d6 electricity, 60 ft. line, 3/day, DC 35) (Su) As a standard action, deal energy damage in area (Ref half).
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Contingency (Sp) Ileosa used a scroll of contingency to set up this effect: if she is ever brought to fewer than 30 hit points, heal (CL 20th) is cast on her.
Contract Bound (Ex) Queen Ileosa forged a contract with an erinyes devil, gaining the benefits of the devil-bound template. If Ileosa dies, she cannot be brought back to life without Sermignatto’s permission; if that devil is slain, the contract itself reverts to Serm
Damage Reduction (10/adamantine [70 points]) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Draconic Resistance (Ex) Gain Electricity resistance 4 and +10 natural armor.
Dragon Form (Su) Can take dragon form when enter bloodrage.
Dragon Wings (Su) Gain flight when raging
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Electricity Claws (Ex) 2 Magic Claw attacks deal 1d8 damage + 1d6 Electricity
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Everdawn Infusion (Ex) Ileosa can cast teleport in the Sunken Queen without restriction. She calculates her hit points using her Charisma modifier rather than her Constitution modifier, and is immune to bleed effects.
Exceptional Stats (Ex) Queen Ileosa was destined from birth to achieve greatness. Her ability scores were generated using 25 points, rather than the standard array. Additionally, she has a potent artifact and her gear was determined as if she were a PC rather than an NPC t
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fly (170 feet, Good) You can fly!
Freedom of Movement (Sp) Subject moves normally despite impediments to movement.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Uncanny Dodge (Lv >= 24) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 24+.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Inherent Bonuses (Ex) With the aid of genie-granted wishes and other expenditures of her wealth, Ileosa has the following inherent bonuses to her ability scores: Strength +3, Dexterity +4, Constitution +4, Intelligence +3, Wisdom +3, Charisma +5.
Leadership (score 33) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mad Magic Can cast spells and keep benefits of moment of clarity when in a rage.
Never Flat-footed This creature cannot be flat-footed, and always uses it's normal AC.
Never Surprised This creature cannot be surprised, and always acts in any surprise round.
Permanent Spells (Sp) Ileosa has arcane sight and tongues as permanent spells, both functioning at CL 16th.
Power Attack -7/+14 You can subtract from your attack roll to add to your damage.
Raging Brutality (+15) Add Constitution bonus on damage rolls
Regeneration 20 (Serithtial) Heal HP quickly and cannot die.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Spell Resistance (22) You have Spell Resistance.
Susceptible to Serithtial (Ex) The infusion of Kazavon into Ileosa’s soul allows Serithtial to suppress her regeneration. Each time she takes damage from Serithtial, she must succeed at a DC 25 Fortitude save or gain a negative level as the sacred blade carves away
Tireless Bloodrage (Su) No longer fatigued after bloodraging.
Unfettered Rage If no allies are within 5 ft. of you or any squares you threaten, expend rage to make one additional attack at highest BAB and take -2 penalty on other attacks and AC.
--------------------
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I considered having him start at half hp and healing and instead of the building pool after combat have the dragon emerge if the bloodrager form reaches his max hp (479).

The calculated CR seems like enough to give me pause on this but I've never been the most savy villain builder. I appreciate any help.

1 to 50 of 130 << first < prev | 1 | 2 | 3 | next > last >>