Fortress of the Stone Giants (GM Reference)


Rise of the Runelords

1 to 50 of 447 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Hopefully others can use this thread to clarify questions arising in this adventure. If you happen to see another thread, please link post a link in this one to try and keep things tied together.

Chapter 1: Burnt Offerings
Chapter 2: The Skinsaw Murders
Chapter 3: The Hook Mountain Massacre
Chapter 4: Fortress of the Stone Giants
Chapter 5: Sins of the Saviors
Chapter 6: Spires of Xin-Shalast


"In the next week or so, we're expecting to ship the next volume of your subscription."

If you see a post that may relate to the thread, feel free to post a link!

Also, see the above links to add something I may have missed!

Sovereign Court

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I have downloaded the PDF a few minutes ago. Great stuff...

but the stats for the Pregens have a small error. In fact, not the stats themselves, but their designated level (it should be 10, not 7)


In Part 1, Round 8 (and 20), Longtooth gulps up citizens. Is this 1 per round that he isn't breathing fire?

Liberty's Edge

Oliver von Spreckelsen wrote:

I have downloaded the PDF a few minutes ago. Great stuff...

but the stats for the Pregens have a small error. In fact, not the stats themselves, but their designated level (it should be 10, not 7)

There is at least one minor error in the stats, actually. Kyra's ranged touch should be +6, not +4.

Paizo Employee Creative Director

tdewitt274 wrote:
In Part 1, Round 8 (and 20), Longtooth gulps up citizens. Is this 1 per round that he isn't breathing fire?

Depends on how hungry he is and if there's any citizens in gulp reach.


In the end of HMM, it suggests that by interrogating Barl the group can learn about Jorgenfist, that Mokmurian is amassing troups there, and gives them directions to it. As soon as they're finished returning the remains to the undead Nymph in the Shimmerglens, they plan on going straight there. By the way, they acquired Shelulu as a Cohort who's constantly with them now.

Since the beginning mentions going back to Sandpoint, I'm going to have to use another route instead, and I'm hoping to get feedback on these options:

Options for having them go to Sandpoint:

1) When in the Shimmerglens, they get a vision where they see the invasion, and Kyra figures out that it might actually come to pass . . . SOON.

2) Have an avatar of Saranrae visit Kyra in her dreams and relay a not-so-cryptic, cryptic message about dark cloud that travels to Sandpoint.

3) If they make it to Jorgenfist, my player sees several scouting parties leave in a determined paths in different directions. One of these parties includes the one intended for Sandpoint. In following them, they also get a chance to figure out where they are going and can help prepare Sandpoint for some kind of defence.

Options should they *not* go to Sandpoint:

1) Sandpoint had suffered maximum damage, of course. But, in coming to Jorgenfist, they see the *triumphant* scouting party return with plenty of stuffed bags. They have a chance to spot them before they reach Jorgenfist proper, take them out, and save those who had been captured.

2) Sandpoint has been sacked, etc., but the party cannot divert, delay, or defeat the returning scouting party in any way. Either this is because they *try* but the encoutner is simply too tough for them, *or* the scouting party has already made it back safely, and Mokmurian is already prying the stones for information. The hostages have already been ritually slain.

Paizo Employee Creative Director

Pygon wrote:
Shisumo wrote:


There is at least one minor error in the stats, actually. Kyra's ranged touch should be +6, not +4.
A 7th level cleric's BAB is +5, her Dex 8 makes it +4. I don't see an error there - unless you're mistaking it for melee touch instead (+6 would be correct in that case).

The problem is she's 10th level.

Paizo Employee Creative Director

1 person marked this as a favorite.
DarkArt wrote:
Options should they *not* go to Sandpoint:

Alternately... if your PCs head straight to Jorgenfist, you could have them discover at the end of the adventure notes from Mokmurian that a group of giants and a dragon are heading to Sandpoint to do their thing. Basically, you can switch the order around so that the assault on Sandpoint occurs at the end of the adventure, and you can make it a race to Sandpoint to get there in time to stop the giants.


I haven't really delved deeply, but I did notice on page 27: the Black Monk's tactics state that he trips opponents and, on his attack of opportunity when they rise, he trips them again. Not a valid tactic; you can't trip someone rising from prone with an AoO (although you do get the +4 to hit them).


James Jacobs wrote:
DarkArt wrote:
Options should they *not* go to Sandpoint:
Alternately... if your PCs head straight to Jorgenfist, you could have them discover at the end of the adventure notes from Mokmurian that a group of giants and a dragon are heading to Sandpoint to do their thing. Basically, you can switch the order around so that the assault on Sandpoint occurs at the end of the adventure, and you can make it a race to Sandpoint to get there in time to stop the giants.

That's brilliant. Thank you very much for the reply.


James,

The adventure heavily alludes to the fact that they're going to have to get to the Runeforge to enhance their equipment.

Will their be any future advantage of a PC having Craft Feats? I'm sure you won't leave the AP dependent on it, but is there any special coolnes that a player can achieve through having Crafting Feats when the time comes? (There's time enough now to drop a hint having not quite finished Chapter One, if you see what I mean)


WelbyBumpus wrote:
I haven't really delved deeply, but I did notice on page 27: the Black Monk's tactics state that he trips opponents and, on his attack of opportunity when they rise, he trips them again. Not a valid tactic; you can't trip someone rising from prone with an AoO (although you do get the +4 to hit them).

Yeah, I was curious about this one too, because it has come up in our games. There was a guy with a spiked chain who wanted to use Trip or Disarm attacks when he got an AoO, and there was some argument about whether you could do that.

It does sound pretty messed up. The Black Monnk wants everyone he's fighting to be on the ground. He trips them, and then re-trips them with his AoO's, so that whenever he gets his regular action, his opponents are all on the floor. Whatever.

Never mind the fact that he's tripping folks while his legs are tightly wrapped. So he's flying, whatever. It's still over the top for a big flying sausage with arms to be whizzing around tripping people.


Adventure Path Charter Subscriber

Why the shoddy pics for the pregens at in the .pdf for FotSS? 'Nuther question. Will there ever be a full errata correction done on the .pdf files? I know there are always errors in any printing of any book but when it comes to the .pdf format I was hoping you would be able to make the small corrections and then post it anew.
Is this going to be done sometime or just a pipe dream...
------------
Smile, the world isn't ending, just the biosphere with us in it!

Paizo Employee Creative Director

Watcher! wrote:

James,

The adventure heavily alludes to the fact that they're going to have to get to the Runeforge to enhance their equipment.

Will their be any future advantage of a PC having Craft Feats? I'm sure you won't leave the AP dependent on it, but is there any special coolnes that a player can achieve through having Crafting Feats when the time comes? (There's time enough now to drop a hint having not quite finished Chapter One, if you see what I mean)

Enhancing weapons in Runeforge does not require Craft Feats at all. Nor does having a Crafting Feat give you any special advantage in "Sins of the Saviors."


Pathfinder Roleplaying Game Charter Superscriber

I really like this option.

James Jacobs wrote:
DarkArt wrote:
Options should they *not* go to Sandpoint:
Alternately... if your PCs head straight to Jorgenfist, you could have them discover at the end of the adventure notes from Mokmurian that a group of giants and a dragon are heading to Sandpoint to do their thing. Basically, you can switch the order around so that the assault on Sandpoint occurs at the end of the adventure, and you can make it a race to Sandpoint to get there in time to stop the giants.


Michael F wrote:

Yeah, I was curious about this one too, because it has come up in our games. There was a guy with a spiked chain who wanted to use Trip or Disarm attacks when he got an AoO, and there was some argument about whether you could do that.

It does sound pretty messed up. The Black Monnk wants everyone he's fighting to be on the ground. He trips them, and then re-trips them with his AoO's, so that whenever he gets his regular action, his opponents are all on the floor. Whatever.

Never mind the fact that he's tripping folks while his legs are tightly wrapped. So he's flying, whatever. It's still over the top for a big flying sausage with arms to be whizzing around tripping people.

The way I've houseruled this: You can indeed trip (or use any other of those "special" attack actions) on your AoO, but only if you have the Improved (in this case:Trip) feat. It's worked for my group in discouraging this tactic, since no-one wants to spend a feat for it.

YMMV.


I don't think that you need to houserule this one. AoO is a single melee attack, I don't see why you could'nt make a trip attack, which is a melee attack. But if someone is already prone and tries to stand up, you cannot make a trip attack as an attack of opportunity against her, since she is already prone.

Paizo Employee Creative Director

The basic goal for the Black Monk is that he wants to keep his enemies down on the ground. It's partially a power trip, partially him trying to keep his foes off balance. Making trip attacks as they try to get up does seem a little bit weird, but the basic idea is that he's a bully. As long as that comes across in his battle tactics... I wouldn't worry too much on following them exactly as written.

Paizo Employee Creative Director

weilund wrote:

Why the shoddy pics for the pregens at in the .pdf for FotSS? 'Nuther question. Will there ever be a full errata correction done on the .pdf files? I know there are always errors in any printing of any book but when it comes to the .pdf format I was hoping you would be able to make the small corrections and then post it anew.

Is this going to be done sometime or just a pipe dream...

I believe that, yes, the PDFs will be corrected. That's mostly out of my sphere of direct control, but I'll try to remind the right people if it doesn't happen to make sure it happens. I'm not sure why low res images showed up in there... unless it was just a matter of someone grabbing the proofing files we print out on our little printer at the office or something...

As for a full errata correction... that'll have to wait until we can get caught up on Pathfinder in the first place. The end is in sight, finally, but not until Pathfinder 8 ships in January. Once that happens, and assuming we're still able to think clearly... stuff like correcting errors in PDFs becomes a possibility rather than a vague hope.

Until then... keep an eye on the boards here for rules clarifications and errata and all that.


I guess I'd make him take a readied action to trip someone who stands up, and make a normal melee attack of opportunity against him. Downside is that he cannot trip multiple opponents in a round. Sounds like an interestesting dude anyway =).

The Exchange

James Jacobs wrote:
The end is in sight, finally, but not until Pathfinder 8 ships in January.

Wow, now you're going full warp speed ;)


Salama wrote:
I don't think that you need to houserule this one. AoO is a single melee attack, I don't see why you could'nt make a trip attack, which is a melee attack. But if someone is already prone and tries to stand up, you cannot make a trip attack as an attack of opportunity against her, since she is already prone.

Note that, while AoO interrupt the current turn, they do not interrupt the current action. So, by the RAW, it is my understanding that someone who is prone would use a move action to stand up, thereby provoking an AoO; however, the AoO is resolved in between his move action and the rest of his actions for that particular round, not "in the middle of the move action to stand up". Thus, he is already standing (again) when the Trip attempt occurs.

As I find this rather harsh, with all the bonuses that a PC focused on tripping might accumulate, I have made up the houserule above.

If your understanding of AoO + Trip Attacks differs from mine, you won't need a house rule, naturally :).


Well my opinion on this matter is based on the all about attack of opportunity-article from wizards. The writer says that "If someone tries something that provokes an attack of opportunity, the attack of opportunity happens first", so I thought that it happens when she's still prone.

More specific:

"Resolve an attack of opportunity before you resolve the action that triggered it, not after. Sometimes, the attack of opportunity will prevent the triggering action (such as when the attack of opportunity proves lethal to a moving character). If someone tries something that provokes an attack of opportunity, the attack of opportunity happens first"

Sorry, didn't intend to threadjack this one because of some silly rules (although this is a gm reference thread) =).

Liberty's Edge

Salama wrote:

Well my opinion on this matter is based on the all about attack of opportunity-article from wizards. The writer says that "If someone tries something that provokes an attack of opportunity, the attack of opportunity happens first", so I thought that it happens when she's still prone.

More specific:

"Resolve an attack of opportunity before you resolve the action that triggered it, not after. Sometimes, the attack of opportunity will prevent the triggering action (such as when the attack of opportunity proves lethal to a moving character). If someone tries something that provokes an attack of opportunity, the attack of opportunity happens first"

For a specific example of this that does not require accessing the Sage's ruling, take a look at the AoO rules for spellcasting. They explicitly state that the attack of opportunity is resolved before the spell is completed, because the damage suffered during the AoO can cause the spell to be lost.


You pretty much have to resolve an AoO before the triggering action. For instance, if a caster decides to move 30 feet before casting a spell, it would seem silly to execute the AoO (for the movement) after he moves, right? Most AoO situations are similar.

Now, one can argue that a successful Trip interrupts the action of getting up to the extent that the getting up fails. But this opens a can of worms that I as a DM am unwilling to eat (i.e. having monsters that do it is not worth having PC's that do it), so I just say no.

That being said, my Black Monk will probably have legs, and the flying implemented as some kind of mystical "wuxia" move. Launching Trip attacks with no legs is sooo undignified!


Yep, it seems logical that if I trip someone while she's standing up, she doesn't. I'm just glad the rules say otherwise, so I don't have to argue with my players about opening that particular can of worms... This black monk seems to be a weird fellow (no legs?). Can't wait to have this issue in my hands.

Liberty's Edge

James Blair wrote:

That being said, my Black Monk will probably have legs, and the flying implemented as some kind of mystical "wuxia" move. Launching Trip attacks with no legs is sooo undignified!

It might help if you realize that WotC, at least, has repeatedly use "trip attack" to mean "a manuever that winds up putting the opponent on the ground," and not strictly limited it to what you would usually think of as a "trip attack" in colloquial terms. Martial arts throws are described as trip attacks in Complete Warrior and Tome of Battle, and I would imagine that moves like clotheslines and piledrivers would also be trip attacks in game terms.

Personally, I love the idea of the Black Monk just literally grabbing opponents and slamming them into the ground left and right, and I imagine that's how I will wind up describing the action...

Paizo Employee Creative Director

Shisumo wrote:
Personally, I love the idea of the Black Monk just literally grabbing opponents and slamming them into the ground left and right, and I imagine that's how I will wind up describing the action...

Yeah, that's certainly how I saw him "tripping" people in my mind, at least. Either that, or just hitting them in some cool monk way that sends them spinning and careening down onto the floor.

He's flying, in any event, and a monk. He could probably fly upside down and just start tugging ankles... although that looks kind of funny, there's nothing funny about getting mummy rot on your ankle. Is there?


Dance of Ruin wrote:

Note that, while AoO interrupt the current turn, they do not interrupt the current action. So, by the RAW, it is my understanding that someone who is prone would use a move action to stand up, thereby provoking an AoO; however, the AoO is resolved in between his move action and the rest of his actions for that particular round, not "in the middle of the move action to stand up". Thus, he is already standing (again) when the Trip attempt occurs.

As I find this rather harsh, with all the bonuses that a PC focused on tripping might accumulate, I have made up the houserule above.

If your understanding of AoO + Trip Attacks differs from mine, you won't need a house rule, naturally :).

Interestingly, that is precisely my take on things. This has made the skill tricks from 'Complete Scoundrel' rather popular hereabouts, and we always had a house rule in place that allowed (winglessly) flying and levitating characters to get up without being trippable - since they are not really resting on their feet when rising


James Jacobs wrote:


He's flying, in any event, and a monk. He could probably fly upside down and just start tugging ankles... although that looks kind of funny, there's nothing funny about getting mummy rot on your ankle. Is there?

I was waiting for the inevitable mention of a "flying tackle" - aren't you guys the american football buffs ?

Or he uses his (bound) legs like a tail, sweeping the legs out from under his opposition, since he is floating anways. Getting hammered in the knees by those legs (and with the BM's strength ) should certainly be painful and making one topple. Ouch !


Um guys?

On pg. 79 it states that a Deathweb is a gargantuan creature. Yet, you somehow pack three of them in the River Caves in area A4 on page 23, where it gives the scale as one square equaling 5 feet... As soon as the party observes the entrance to the caves they're going to be running into Deathwebs that are too busy figuring out their own massive game of Twister to be any real threat..

Ah, I can picture it now..

Our party of intrepid adventurers is climbing up to the river caves via climbing kits..

Valeros: "Merisiel, you take point. Get your sexy elvish self up to that cave entrance... And please, be snappy about it. I don't like hanging from these ropes for too long."

Seoni: "Oh, I don't know, I kind of like seeing your behind from this.."

Valeros: "That'll be enough outta you, you saucy Varisian wench!"

Seoni: "How about I send a lightning bolt straight up your .."

Kyra: "Are you sure the pitons can hold up under the weight of all this bickering!"

Valeros: "Oh, I don't know, I have an idea for another use for the pitons.. Maybe we can use them to scrape off Seoni's tattoos, or.."

Merisiel: "OK! OK! Be quiet! I'm going"

Several minutes later...

Merisiel climbs back down to the party, all hanging miserably from ropes.

Valeros: "Well?"

Seoni: "I still think your but looks.."

Merisiel: "Shut up Seoni... My God, its full of spiders.. And like, then there's this.. I don't even know what.. A crazy squishie, giant spidery looking thingie around the spiders.. We need an Apache gunship to unload a salvo of Hellfire missles to get through there!!"

Valeros: "Nope. Can't do it.. We're going to have to hire a priestess of Desna.. Maybe she can summon Mothra."

Deathweb #1: "Yo dude, there was an elvish chick here.. I couldn't move a leg to snatch her."

Deahtweb #2: "Just spin the freaking dial will you!?"

Deathweb #3: "Can't move to reach.. dial."

Oh, the travesty! Oh, the vermin angst!!

To make a long story short.. (too late)

Should there be a change in scale where one square is 10 feet and not 5 feet?

The Exchange Kobold Press

I love the idea of deathwebs playing twister.

You are correct, though, that three won't fit. I'd say your suggestion to bump the scale to 10' squares will mostly resolve things.


1 person marked this as a favorite.
Wolfgang Baur wrote:

I love the idea of deathwebs playing twister.

You are correct, though, that three won't fit. I'd say your suggestion to bump the scale to 10' squares will mostly resolve things.

Yeah, the other stuff was over the top silly.. I figured a little "postage-lite" was necessary.. Thanks for the help.

Dark Archive

vikingson wrote:
Dance of Ruin wrote:

Note that, while AoO interrupt the current turn, they do not interrupt the current action. So, by the RAW, it is my understanding that someone who is prone would use a move action to stand up, thereby provoking an AoO; however, the AoO is resolved in between his move action and the rest of his actions for that particular round, not "in the middle of the move action to stand up". Thus, he is already standing (again) when the Trip attempt occurs.

As I find this rather harsh, with all the bonuses that a PC focused on tripping might accumulate, I have made up the houserule above.

If your understanding of AoO + Trip Attacks differs from mine, you won't need a house rule, naturally :).

Interestingly, that is precisely my take on things. This has made the skill tricks from 'Complete Scoundrel' rather popular hereabouts, and we always had a house rule in place that allowed (winglessly) flying and levitating characters to get up without being trippable - since they are not really resting on their feet when rising

Prone opponents can NOT be tripped as per the D&D FAQ pages 68-69 on the PDF:

"When a character gets up from prone, when does the
attack of opportunity take place? When he is still prone?
When he is standing? Can the attacker choose when to
attack? In one case, the attacker can get a +4 bonus to hit.
In the other, he can make another trip attack.
All attacks of opportunity happen before the actions that
trigger them (see Chapter 8 in the Player’s Handbook). When
you make an attack of opportunity against someone who’s getting up, your target is effectively prone, and therefore cannot
be tripped. You could ready an action to trip a prone foe after
he gets up, however."

Therefore the monk can NOT re-trip foes as an AoO.

Paizo Employee Creative Director

GreenGrunt wrote:

Um guys?

On pg. 79 it states that a Deathweb is a gargantuan creature. Yet, you somehow pack three of them in the River Caves in area A4 on page 23, where it gives the scale as one square equaling 5 feet...

Actually... they might actually fit after all. Remember that deathwebs have climb speeds. They can cling to walls or webs all over the place in area A4. The entrances to the area DID end up being too narrow, alas, but they're undead so they don't really NEED to be able to get out of their cave.

The simplest solution is, of course, to just change the scale on that map to 1 square = 10 feet. That's what I'd do.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
James Jacobs wrote:
The basic goal for the Black Monk is that he wants to keep his enemies down on the ground. It's partially a power trip, partially him trying to keep his foes off balance. Making trip attacks as they try to get up does seem a little bit weird, but the basic idea is that he's a bully. As long as that comes across in his battle tactics... I wouldn't worry too much on following them exactly as written.

We have had player characters for whom this was the core combat tactic. It can be pretty much unstoppable with a character built for it, and the resulting fights are weird and frustrating. I'd think twice before letting a monster do it.

My husband had a character with a reach weapon who could Trip anything, and at that point we were allowing Trip on AoO. Essentially it was not possible to melee this character. Many BBGs spent the whole combat lying on their backs, unable to fight (with a reach weapon, you don't offer the option of having them fight while prone). It may not have been more effective than what the melee-brute fighters were doing, but it was a lot more frustrating for the GM, and had a very non-heroic feel IMO.

It won't be as bad with a single monster doing it, but I don't like to let monsters do things that I would rather the PCs didn't do, and frankly I never want to see another Trip specialist.

Mary

The Exchange

Here's a small issue unless I'm reading something wrong. The caves under Jorgenfist are described as being 20' tall in passages with room heights up to 40'. Then B11 is described as having a ceiling 50' high. But the pit (A9) is only described as being 60' deep, and the cavern entrance is only half-way down the pit wall. So for consistency's sake you might want to increase the depth of the pit to 120-160'. This would place the level of the caverns at 60-80' and leave plenty of room for really tall chambers in the complex.


James Jacobs wrote:
The basic goal for the Black Monk is that he wants to keep his enemies down on the ground. It's partially a power trip, partially him trying to keep his foes off balance. Making trip attacks as they try to get up does seem a little bit weird, but the basic idea is that he's a bully. As long as that comes across in his battle tactics... I wouldn't worry too much on following them exactly as written.

He qualifies for the Knock Down feat. It's even in the SRD.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

The description of what Teraktinus' group does during the attack on Sand Point is...interesting. The flavor text describes them as reaching into windows and pulling out citizens. The strategy text describes them as standing on the far side of the river and throwing stones. Their arms are not *that* long.... This looks like an editing slip, but it's a good idea to figure out what they are actually doing before they do it.

I had a lot of trouble with each round of rock throwing killing d3 people; one wouldn't let a PC do that with a weapon attack of comparable damage.... So I had them wade across and fight instead.

The dragon must be "running" in the air to get to all the points he's supposed to reach by the time he's supposed to reach them. He only flies 300' in a double move otherwise (losing 150' every time he breathes or lands) and Sandpoint is fairly big.

On the other hand, I have to say that I thought this fight would run poorly, and to my (and my player's) surprise it was a great fight-- exciting, lots of tactics, ups and downs, and not impossibly hard to adjucate. I was pleasantly surprised.

Mary

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Two things.

First, the stats for the Redcap seem to have a few errors, all related to its attack with the scythe. The attack bonus is +11, but as written, it should only be +9. [+3 from 6 HD of fey, +4 Str, +1 weapon focus, +1 size]. Similarly, the kick should be +3 [+3 from 6 HD of fey, +4 Str, +1 size, -5 secondary attack]. This can be partially corrected by giving them a masterwork scythe, making their attacks +10 MW Scythe, and +3 kick. Also, the damage for the scythe attack is too low. It's printed as 2d4+8, but should be 2d4+10 [+6 for Str times 1 1/2 for a two handed weapon, +4 for Red Cap ability]. Finally, the crit range for the scythe is not listed, so it should read 2d4+10/x4.

Second, on p. 37, Lokansir is described in the stat block as a jotunblood hill giant. There's no mention for the source of this template, nor it's MM page.

The Exchange

JoelF847 wrote:
Second, on p. 37, Lokansir is described in the stat block as a jotunblood hill giant. There's no mention for the source of this template, nor it's MM page.

The Jotunblood Giant Template is from Green Ronin's Advanced Bestiary.


One thing I couldn't help but notice are the normal (medium sized) weapons that the giants are using.

For instance, Teraktinus uses a normal pick heavy pick (d8 damage, pages 12 and 13). Galenmir, the general, uses one as well (page 32).

Is there a reason the giants are not using large weapons with increased damage?

Ze Flynnster

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

flynnster wrote:

One thing I couldn't help but notice are the normal (medium sized) weapons that the giants are using.

For instance, Teraktinus uses a normal pick heavy pick (d8 damage, pages 12 and 13). Galenmir, the general, uses one as well (page 32).

Is there a reason the giants are not using large weapons with increased damage?

Ze Flynnster

Actually, a medium heavy pick does 1d6, so if you increase the size to large, 1d8 is correct. Picks do very little damage to "make up" for their x4 crits.


Clockwork Librarian, are the hps wrong. Constructs have d10 hit dice not d12, but a clockwork is only suppose to replace the racial hit dice with d10s not the class hit dice (8 levels of expert for the librarian).

I think the hit points should be 8d6+20 = 48 hp (or 50 hp if max at 1st level). Am I right?


Conna's AC is not modified for her large size.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

The page with the Librarian says he offers +5 to K: History checks; the Appendix says +10.

It's really frustrating to have the PCs given heavy clues to the location of Xin-Shalast before the GM is. My player asked a million questions about this and I had to say flatly "I can't answer any of them now."

Does Karzoug really speak Common? (This also applies to almost every NPC in the next module.) My PCs all speak Thassilonian so this wasn't a problem for us, but logically I don't see why they would, unless K. learned it from Mokmurian.

Mary

Liberty's Edge

Mary Yamato wrote:
The page with the Librarian says he offers +5 to K: History checks; the Appendix says +10.

The +5 bonus is repeated in Sins of the Saviors, so I would take that as the intended bonus.

Mary Yamato wrote:
Does Karzoug really speak Common? (This also applies to almost every NPC in the next module.) My PCs all speak Thassilonian so this wasn't a problem for us, but logically I don't see why they would, unless K. learned it from Mokmurian.

If I remember James' post on languages correctly, Common as a language arose at about the same time as Thassilon did. So he might have spoken as a matter of scholarship or diplomacy from his first lifetime.

EDIT: Actually, no - a) it was Erik Mona's post, and b) Thassilon predated Common. Though it descends from a language (Azlanti) that Karzoug likely would have known, he wouldn't have known it directly. So I got nothin'.

Liberty's Edge

Anyone want to share what their plans are for using Miniatures when running the town battle? :-)

-DM Jeff

1 to 50 of 447 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Pathfinder / Pathfinder Adventure Path / Rise of the Runelords / Fortress of the Stone Giants (GM Reference) All Messageboards

Want to post a reply? Sign in.