| Captain Morgan |
mironslab wrote:My PCs have decided to sneak into Scarnetti Manor and spy on them. Any good maps in other modules I could adapt for the encounter?Anybody have anything good on this?
Also, has anybody considered the jailor's one-sentence backstory as a sidequest when they start moving to the turtleback ferry area? I saw that his kids are owned by slavers in Kaer Magan. Anybody have any ideas for that either?
Also, yeah, I feel like helping Vachedi save his kids needs to be an option, even if it just involves putting a price tag on buying their freedom.
| SudainNomanson |
As a DM: one thing I'm doing to help encourage players to RP:
Each player starts the game with passing knowledge of 1d4 places in Sandpoint (to encourage them to go to those places because they know they exist). And 1d8 for locals.
I also created a custom that only ladies know about in sandpoint - if they are trying to get the attention of a fellow they use lilacs.
Great thread, thank you for all the ideas and warnings.
| Lawrencelot |
chkflip wrote:Also, yeah, I feel like helping Vachedi save his kids needs to be an option, even if it just involves putting a price tag on buying their freedom.
Also, has anybody considered the jailor's one-sentence backstory as a sidequest when they start moving to the turtleback ferry area? I saw that his kids are owned by slavers in Kaer Magan. Anybody have any ideas for that either?
I made a side quest for that: https://paizo.com/threads/rzs2i3wa&page=31?Community-Created-Stuff#1543
| Wolfgang Hype |
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For reasons I won't get into I think some of the stuff related to Lamashtu may not be a good fit for my group given some recent personal events. I was thinking of swapping her out for another deity to avoid major rewrites. Rovagug seems like a good choice since Wrath, destruction, and disaster are his focuses and they fit well with other elements in this chapter.
That said is there anything major that I would need to change with this? The main thing I can think of is swapping out the yeth hounds for maybe something more thematic to him and maybe Malfeshnekor. Nualia I just swap out her Ferocity domain for Destruction (basically the exact same 1st level power).
Askar Avari
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Smart choice for your group.
In order to keep the lore consistent between Bakrakhan and today's Lost Coast, I'd recommend altering the shrines the party encounters (and Nualia) to be devoted to Shax or Orcus. Orcus has (very weak) ties to the very end of the campaign in Xin-Shalast, while Shax might require less tweaking to Nualia's motivations and personality, albeit making her less sympathetic.
The reason I suggest a Demon Lord, beyond lore consistency, is that the party will be up against demons and demon-worshippers for much of the game, especially the cult of Lamashtu, and you'll have to put in less work to justify those than a cult of Rovagug (who the Thassilonians did not worship, and modern lamia do not). Depending on what topics are OK for your party, Sifkesh (lord of botched suicides and madness) might also mesh well.
A final possibility, specifically for the sake of maintaining the connection to the demon-worshipping lamia encountered later in the campaign, is to pick a supposed sire figure (perhaps Baphomet or Socothbenoth) for these lamia who is included in their ancestral worship, who might also seek to twist Nualia to their own ends. You're already changing her backstory, so giving her a '''fatherly''' demon lord might work for you.
Lastly, if you'd like to play up Alaznist's connections to Yamasoth (the qlippoth lord) and completely separate Nualia from the lamia encountered later, Nualia could be attempting to use fleshwarping techniques developed by Alaznist in order to rid herself of her 'celestial taint,' and Malfeshnekor could instead be an imprisoned Qlippoth who was an an advisor, rather than a lieutenant, in Alaznist's forces.
Hope some of this helps.
| Sean Mahoney |
Regarding Malfeshnekor. He cannot move out of the room, but can he attack (bite/claws) people standing just outside the door? I know he can cast spells on people beyond the threshold so I was wondering if he could do this as well as long as he doesn't leave the room.
I don't think you will find a clear ruling on this.
My suggestion would be that he can not... but he would sure try. He would be throwing himself against the barrier and trying desperately to get through it.
This would give clever PCs some time to act and understand what is going on. Of course, he is intelligent and as soon as they started using that to his advantage would hide and/or go invisible.
This is what happened in my game. We just finished the full campaign on Friday night and one of the post game questions was what happened to him? (He was used in the background of a newly introduced character in chapter three who slew him with an adventuring party... that player was not sharing about his background.)
| Frederico Gomes |
I’m preparing to run Rise of the Runelords on roll20. And as I do so, I’m kind of playing it by myself to test things, get used to the abilities, anticipate player options, and problems, etc.
So, in my play, Tsuto fled. Did someone use the chase rules to create a chase after him? Inside the tunnels would be kind of boring, but I think a larger scale chase could do it.
Also, Tsuto with his +11 Perception is the only one who can pass the DC 28 perception check to find the coin slots the open the Portal of Greed to Malfeshnekor (Nualia with +5 is almost there, so with some spells and help she could do it. It also came to my attention that Detect Secret Doors could solve it, but I hate that spell).
In case my player let Tsuto run, I’m considering letting him try to find and open the portal. Maybe doing one check per day. So I’m think I’ll create a kind of calendar of Nualia freeing the barghest that is contingent on what the players do.
Once open, give some time to Lyrie figure the only hope of releasing it is some high powered dispel well beyond their hope of casting, which would translate into a rod of cancelation. The best answers for it would be look for it in a bigger city like Magnimar, Riddleport, or Maybe going farther like Kaer Maga or korvosa. But at Magnimar Nualia has friends. The answer for their problems would be a rod of cancelation, which is beyond their buying capacity. So they need money.
Going back to my play test, Gogmurt and the briar made the characters flee. With Thistletop alerted of the attack, Nualia immediately sent Bruthazmus and some dog riding commandos chase the injured characters but they failed ending with one commando dead and the others returning empty handed.
At this point, after Tsuto’s run and the attack at Thistletop, Nualia figures she has been discovered. So, given Malfeshnekor’s situation and her quest to free it, it is dangerous to leave him unprotected to go to Magnimar or other place to find a rod of cancelation. Another problem is the lack of money.
So, one alternative would be for her to try to go after the characters to kill them, take their stuff and sell. Another possibility, maybe complementary, would be to borrow some money from the Skinsaw people.
I’d like some ideas for attacks on the PCs, considering a generic group of characters. Only Orik and Lyrie can get inside Sandpoint in daylight without problems. But attacking inside the town might be complicated. Ambushing them outside might be better, but they would have their guard up. A full fight between the two groups could be cool. Maybe attacking the Rusty Dragon at night with the hound scaring people away, and having Orik and Lyrie already inside having rented a room for the night?
Also I’m planning to postpone chapter two in week or months in-game tems. I’ll do it to give more down time to the player and to make the campaign not feel too rushed. I would find it odd to have a level one wizard turn into a level 17th wizard in a 6 months period. Besides the reason for foxglove to be at sandpoint at the beginning and have not killed his wife yet (or maybe even married) will I run into any problem?
Any thoughts, critiques, ideas? Also any ideas for a reward if Nualia gets to sacrifice Ameiko? I thought that maybe a part of the half-fiend template.
soulnova
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Some of the doors are locked and Ripnugget has the keys so I would I assume so.
My players killed Malfeshnekor and almost lost the monk to his full attacks. Luckily, the cleric was on range for a channel energy and that put him back up.
The group captured Tsuto in the Glassworks because he was sleeping (+10 DC) and the door was closed (+5) as everyone else came into the hallway. His Acrobatics roll weren't high enough to cross through their squares and he never made it out of the room.
They are taking him to Magnimar for trial but wanted him to change his way and hoped to make a case for him because he is only 19, practically still "a minor" by half-elf standards. I set up Ironbriar to take the case. And now that I realized that Ironbriar is the only other male elf in the AP, I hinted that he might be Tsuto's biological father...
| quibblemuch |
Also, if you are using Hero Lab, do not put the Sihedron Medallion available under Magic Items on your players' character sheets - the description includes ALL of the medallion's abilities and characteristics, including that it allows Karzoug to scary on the wearer. Use a custom item instead.
Good catch!
Also, I'm not going to give the players the actual item name, so they won't look it up on Archives of Nethys (same spoiler problem). I'll just call this one 'Nualia's Medallion' and let it go at that. Hopefully they'll refrain from digging too deeply online.
| quibblemuch |
The Erylium fight (I was a player in this as well before deciding to run it starting shortly) has a (well-deserved) reputation as being frustrating. Not challenging, not TPK, just... hours of ineffectual actions on everyone's part.
So... using the wealth of Pathfinder material created since this AP anniversary edition dropped, I've recreated the encounter.
Erylium is now a wrathspawn who was a servant to Xaliasa (the Scribbler post-death). As long as wrathspawn are within a mile of their birthing minor runewell, they are functionally immortal. She has been down there a long time.
The shock of Thassilon's destruction and her master's death awoke psychic powers within the lone (she thinks) survivor. I rebuilt her as a spiritualist, whose anger focused phantom is a psychic echo of The Scribbler. That teases the existence of the Scribbler far in advance of Book Five (I like a long foreshadow). I'll have to rewrite Tsuto's handout but other than that, it's not a big change and roughly the same level of difficulty without the frustration of trying to chase down a flying, regenerating, damage-reducing, invisible foe at 2nd level.
Erylium
Wrathspawn spiritualist 3 (Pathfinder RPG Bestiary 2 246, Pathfinder RPG Occult Adventures 72)
CE Medium aberration
Init +5; Senses darkvision 60 ft., scent, sin-scent; Perception +8
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Defense
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AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)
hp 43 (6d8+15)
Fort +6, Ref +3, Will +7
Immune mind-affecting effects; SR 13
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+5), 2 claws +3 (1d4+5)
Special Attacks bonded manifestation (6 rounds/day), sinful bite
Spiritualist Spells Known (CL 3rd; concentration +4)
1st (4/day)—implant urge (DC 12), mage armor, magic fang, scarify (DC 12)
0 (at will)—bleed (DC 11), daze (DC 11), detect magic, message, read magic, telekinetic projectile[OA]
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Statistics
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Str 13, Dex 13, Con 14, Int 10, Wis 13, Cha 12
Base Atk +4; CMB +3; CMD 17
Feats Dodge, Improved Initiative, Power Attack
Skills Acrobatics +1 (+5 to jump), Diplomacy +6, Intimidate +9, Perception +8, Sense Motive +8, Stealth +7, Survival +7
Languages Aklo
SQ bonded senses (3 rounds/day), etheric tether, phantom (Phantom, anger), shared consciousness
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Special Abilities
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Bonded Manifestation (6 rounds/day) (Su) When phantom is in consciousness partially manifest it on self.
Bonded Senses (3 rounds/day) (Su) As a standard action, share the senses of your manifested phantom.
Darkvision (60 feet) You can see in the dark (black and white only).
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Phantom (Ectoplasmic Manifestation) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent.
Sinful Bite (DC 12) (Su) 1st bite sickens for d6 min. If bitten while sickened, stagger 1 rd (Will neg).
Spell Resistance (13) You have Spell Resistance.
And the phantom:
Phantom Echo of Xaliasa
Phantom (Pathfinder RPG Occult Adventures)
CE Medium outsider (phantom)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 25 (3d10+3)
Fort +4, Ref +2, Will +3
DR 5/slashing
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Offense
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Speed 30 ft.
Melee 2 slams +5 (1d8+4)
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Statistics
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Str 15, Dex 12, Con 13, Int 7, Wis 10, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Dazzling Display, Power Attack, Weapon Focus (slam)
Skills Intimidate +8, Perception +6, Survival +6
Languages Common
SQ ectoplasmic phase lurch
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Special Abilities
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Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Slam) Intimidate check to demoralize can affect those within 30' who see you.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
| quibblemuch |
For the hagfish DC I used the following math:
-28 names on the wall in the past 10 years.
-Assume an average of 1 try every week.
-28/520 ~.05
If a typical commoner has a Fort save of +0 and they have a 5% chance of success, that's a 1/20 or a nat 20 on a Fort save not to spew the tankard contents.
Fort DC = 20.