Changes to Rise of the Runelords for 6 PCs (Spoilers )


Rise of the Runelords

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I've been playing this adventure path for a little over two years now and it's been quite a ride!

We originally started out with four players, but over time, that number grew to 8. Lately, I've been using your stat writeups and converting them to Pathfinder Beta rules.

Last session, the PCs defeated Mokmurian in one of the most climactic fights of my long DMing career and will be moving on the Sins of the Saviors (after they deal with Mok's army)

If you have any questions regarding the campaign, running it for eight players, etcs. feel free to ask!

BTW Joey, could you send me that word doc with all of your conversions? Thanks. My email is: shinwonmoon[at]hotmail.com


Well if anyone is interested im going to be adding extra adventures out of dungeon magazines and one module and running this through about 25th or 27th level, im going to be doing the same things just making name changes for Golarion let me know

Frog God Games

Joey, this is great stuff. I especially like your inclusion of death giants and eldritch giants in Spires of Xin-Shalast. When I first began working on the outline for this and figuring out what to put where, the yanking of the Dungeon license had not yet been announced and I was using WotC monsters instead of OGL-only monsters. As such both the death and eldritch giants were featured in my original envisioning of the adventure. Looks like they found their way in there after all. :-)

Scarab Sages

I would be very interested Joey.

Ran up to the pyros on the 30th of Dec with a party of 6. (1/2Elf Rogue, Human Martial Cleric, Human Academe Fighter, Human Archivist, Human Barbarian and Gnome Bard). They cruised through the augument fights very easily. Though I dropped the rogue twice to neg hits - first combat crit strike from normal goblin and 2nd combat a charging commando smashed her with the horsechopper. :)

Thanks again this stuff is fantastic and I look forward to your new stuff.


Greg A. Vaughan wrote:
Joey, this is great stuff. I especially like your inclusion of death giants and eldritch giants in Spires of Xin-Shalast. When I first began working on the outline for this and figuring out what to put where, the yanking of the Dungeon license had not yet been announced and I was using WotC monsters instead of OGL-only monsters. As such both the death and eldritch giants were featured in my original envisioning of the adventure. Looks like they found their way in there after all. :-)

Glad you like what I did Greg, is there anything else you think I should add

We are going to be adding extra levels after Spires and im thinking of giving them an Airship that was Kazougs where would place an Airship within the spires

Scarab Sages

Joey Virtue wrote:
Well if anyone is interested im going to be adding extra adventures out of dungeon magazines and one module and running this through about 25th or 27th level, im going to be doing the same things just making name changes for Golarion let me know

If you emailed me the stuff I would appreciate it.

lothar_wolf[at]hotmail.com


Masika wrote:

I would be very interested Joey.

Ran up to the pyros on the 30th of Dec with a party of 6. (1/2Elf Rogue, Human Martial Cleric, Human Academe Fighter, Human Archivist, Human Barbarian and Gnome Bard). They cruised through the augument fights very easily. Though I dropped the rogue twice to neg hits - first combat crit strike from normal goblin and 2nd combat a charging commando smashed her with the horsechopper. :)

Thanks again this stuff is fantastic and I look forward to your new stuff.

The 3 dungeon adventures im using for sure are

the Root of Evil (magazine at work)

Gates of Oblivion Dungeon 136

The Razing of Red Shore Dungeon 92

Im also going to be using the Bastion of Lost Souls from WOTC and im going to use the main idea behind
Thunder Below from the WOTC webpage Writen by James Jacobs


One relatively easy way to add to the difficulty for large parties, and give them an incentive to go to the Runeforge and make weapons, is to add DR runemagic to some of the key monsters. I did this with the Stone Golem under Jorgenfist, to the Runeslave Hill Giant, to Mokmurian himself, and to the Scribbler. I'll be adding it to some of the Runeforge residents, as well as some of the Xin Shalast residents. Initially, I started with DR 2, especially for the creatures that already had DR. This made them a little more difficult, but not tremendously, but was immediately obvious to the group. Mokmurian had DR 5 when Karzoug reanimated him - and he attacked the party again. Basically I added it to any monster that had a stronger connection with Karzoug or rune magic.


Karlstar wrote:
One relatively easy way to add to the difficulty for large parties, and give them an incentive to go to the Runeforge and make weapons, is to add DR runemagic to some of the key monsters. I did this with the Stone Golem under Jorgenfist, to the Runeslave Hill Giant, to Mokmurian himself, and to the Scribbler. I'll be adding it to some of the Runeforge residents, as well as some of the Xin Shalast residents. Initially, I started with DR 2, especially for the creatures that already had DR. This made them a little more difficult, but not tremendously, but was immediately obvious to the group. Mokmurian had DR 5 when Karzoug reanimated him - and he attacked the party again. Basically I added it to any monster that had a stronger connection with Karzoug or rune magic.

Brilliant! I have been trying to think of a way to make the Runeforge more relevant.

What other ideas are out there?

Liberty's Edge

One thing I think all the arcane casters suffer from is the limitation of SRD spells only. Particularly, the orb spells from Complete Arcane. If you use them in your campaign, consider swapping out a few magic missiles for the Lesser Orbs (or non-offensive spells) and the full power orbs at 4th level. Empowered lesser orbs are quite effective. The sonic orb is a good choice, as its hard to defend against. Improved Mage Armor is also good.

Also - particularly for Mokmurian, give him some sort of ally, whether summoned, or just a guardian in his quarters. The one on 6 battle is very one-sided.


James Laubacker wrote:

One thing I think all the arcane casters suffer from is the limitation of SRD spells only. Particularly, the orb spells from Complete Arcane. If you use them in your campaign, consider swapping out a few magic missiles for the Lesser Orbs (or non-offensive spells) and the full power orbs at 4th level. Empowered lesser orbs are quite effective. The sonic orb is a good choice, as its hard to defend against. Improved Mage Armor is also good.

Also - particularly for Mokmurian, give him some sort of ally, whether summoned, or just a guardian in his quarters. The one on 6 battle is very one-sided.

Did you read what i have done with alot of the combats?

Scarab Sages

On the 6th of January I ran the Die Dog Die encounter but I had some trouble. I could not for the life of me find the stat block for Bunkel. Where is it? I will save him until Thistletop.

The PCs did very well with the Bard/Commando and Goblins scene previous but the mounted commando and 5 goblins proved to be harder. The commando lowered a PC to zero hits (Rogue) dropped 2 PCs (Cleric,Fighter) and got the raging barbarian down to 1 (-1 after rage). All this before the next attack where I rolled a natural 1. I have the paizo fumble deck and the card that was pulled saw the commando fall off the dog and knocked unconcious and prone for 1d6 rounds (3 rounds)! Obvious the gobline failed the save. It was a great scene where 2 of the 6 were left standing.

The rest of the night the PCs did the help work around town and the Gnome Bard was the target for the Shayliss attention. Now that was funny and a story for another time.

Next game is the 13th of Jan.

Scarab Sages

Joey Virtue wrote:
Well if anyone is interested im going to be adding extra adventures out of dungeon magazines and one module and running this through about 25th or 27th level, im going to be doing the same things just making name changes for Golarion let me know

Instead of doing the Aldern hunt I am going to do a variation. Some folks have run a modified into the haunted forest. I plan of running this module pretty much as the storyline is currently but mod it for 6 PCs which I will share. This works fantastically well as the fighter has big game hunter feat and when the party got together they were already talking about going out on a hunting trip... they have been down to the stables and got quotes for horse and all. It will be sweet as I have paizo's treasure chest. :)

Frog God Games

Joey Virtue wrote:

Glad you like what I did Greg, is there anything else you think I should add

We are going to be adding extra levels after Spires and im thinking of giving them an Airship that was Kazougs where would place an Airship within the spires

It's been a while, so I'm trying to remember all the stuff I originally wanted to do. You've already populated the Fugue Towers, which I was totally going to do. It wouldn't hurt even for a PC or important NPC to get captured and the party have to launch a rescue mission on that desolate prison.

I was also wanting to flesh out the Harridans' Compound with three huge pagoda-like towers, each the size of skyscraper. Maybe put some giants or dragons interested in allying with Karzoug in the Ambassadors' Spire, a bunch of giants undergoing the enslaving process in the Rune Spire, and a whole bunch of lamias and lamia-kin in the Harridans' Spire.

Those are the main things I wanted to do that got cut for space. And of course, you've always got the entre Runelord Citadel to play with and populate. A more awakened and organized Spires of Xin-Shalast ought to give higher-level and larger parties a pretty good challenge.


Masika wrote:

On the 6th of January I ran the Die Dog Die encounter but I had some trouble. I could not for the life of me find the stat block for Bunkel. Where is it? I will save him until Thistletop.

Next game is the 13th of Jan.

He is my own right up he is a 1st/1st Rogue Fighter he is the Thistletop tortorer he is mentioned in the adventure but it says he dies early in the raid

Liberty's Edge

Joey Virtue wrote:
James Laubacker wrote:

One thing I think all the arcane casters suffer from is the limitation of SRD spells only. Particularly, the orb spells from Complete Arcane. If you use them in your campaign, consider swapping out a few magic missiles for the Lesser Orbs (or non-offensive spells) and the full power orbs at 4th level. Empowered lesser orbs are quite effective. The sonic orb is a good choice, as its hard to defend against. Improved Mage Armor is also good.

Also - particularly for Mokmurian, give him some sort of ally, whether summoned, or just a guardian in his quarters. The one on 6 battle is very one-sided.

Did you read what i have done with alot of the combats?

Yes, I did, thank you, and its been very helpful, unfortunately I found it after I ran Mokmurian. I figured some additional advice would be helpful, after someone asked for more ideas.


James Laubacker wrote:
Joey Virtue wrote:
James Laubacker wrote:

One thing I think all the arcane casters suffer from is the limitation of SRD spells only. Particularly, the orb spells from Complete Arcane. If you use them in your campaign, consider swapping out a few magic missiles for the Lesser Orbs (or non-offensive spells) and the full power orbs at 4th level. Empowered lesser orbs are quite effective. The sonic orb is a good choice, as its hard to defend against. Improved Mage Armor is also good.

Also - particularly for Mokmurian, give him some sort of ally, whether summoned, or just a guardian in his quarters. The one on 6 battle is very one-sided.

Did you read what i have done with alot of the combats?
Yes, I did, thank you, and its been very helpful, unfortunately I found it after I ran Mokmurian. I figured some additional advice would be helpful, after someone asked for more ideas.

Cool i cant even remeber if I added orb spells to him I thought I already had so thats why I was asking didnt mean to sound like a jerk but after I read it again I did so im sorry man, thanks for the input


Joey Virtue wrote:
If anyone wants these in Word format just let me know

tricky dot bob at sky dot com

Please and thank you!


stuart haffenden wrote:
Joey Virtue wrote:
If anyone wants these in Word format just let me know

tricky dot bob at sky dot com

Please and thank you!

Sent


I recently finished the Mokmurian battle and it was a blast! I gave Mokmurian the Savant template from Advanced Bestiary and went to town. Out of eight tenth level PCs, four were killed and ultimately Mokmurian was brought down by the "support" characters (he actually failed his will save against a discordant performance by the bard). It was a very memorable moment in that it was a little analogous to Lord of the Rings: essentially, all the big tough heroes of the party (Aragorn, Legolas, Gimli, Gandalf) were killed and it was up to the underdogs of the party (Frodo, Sam, Merry and Pippin) to kill the evil stone giant tyrant.

If anyone wants to see my modified Mokmurian (he's CR 15) with spell from Spell Compendium, I can post it up on the Boards. (BTW, I'm running a Pathfinder BETA game)


As for tactics: Mokmurian went for a lot of flashy transmutation spells to show off his power and his dedication to Karzoug.

He used the dragon breath+breath elemental combo

Quickened scorching ray and extract water (to create a water elemental from the fluids of a dead foe in addition to deal 14d6 dam)

Baleful polymorph on the evoker into a squirrel

And plenty of disintegrate spells to bring down even the toughest PCs.

Ultimately, his arrogance is what brought about his downfall. (I purposefully did not pick protection from arrows to create a little chink in his considerable defenses)

The bard/arcane archer used discordant performance and the summoner summoned an owlbear right on top of Mokmurian as his reverse gravity wore off. The enchantress cast dimensional anchor on him to prevent teleport and the rest of the party just peppered him with ranged touch attacks and arrows.

Good times!


Has anyone else used these notes

Our game group has been going through some rough times (a player being layed off, wife left a player, a player graduating)

So i was just wondering how these have worked for other Dms


Joey Virtue wrote:

Has anyone else used these notes

Our game group has been going through some rough times (a player being layed off, wife left a player, a player graduating)

So i was just wondering how these have worked for other Dms

I am (finally) about to start running my players through The Skinsaw Murders tonight. I intend to use your notes (with a few custom tweaks of my own) starting here and going through the rest of the AP. It will definitely help keep my gestalt PCs on their toes! >)

Thanks again for making these available to all of us, and best wishes to your gaming group - I hope things get better for them soon!

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"

Sovereign Court

Joey Virtue wrote:

Has anyone else used these notes

Our game group has been going through some rough times (a player being layed off, wife left a player, a player graduating)

So i was just wondering how these have worked for other Dms

I have taken guidance from them, although, for example, I didn't much change the Erylium encounter because it seemed to me to be hard enough as it was (and I am not sure that a flying, at-will invisible, DR 5, fast healing 2, spellcaster with fear and hideous spittle is really just CR4, although to be fair her damage-dealing ability isn't tremendously big).


Joey Virtue wrote:

Has anyone else used these notes

Our game group has been going through some rough times (a player being layed off, wife left a player, a player graduating)

So i was just wondering how these have worked for other Dms

I only get to DM rarely for my group, but I decided to work your Hook Mountain additions into my game because we added another player. They ended up working really well, and made them think strategicly at more points than they have been.

The Concordance RPG Superstar 2008 Top 32

I'm using the notes. Though i am waiting (breathlessly) for his version of the Xin-Shalast module.

Maybe its my group, but i didn't need the notes that much when the characters were low level (TPKed then at the end of Skinsaw Murders, though I was kind ('cause who like to lose?) and let then survive. Also Mama Graal nearly TPKed them. But now that the PCs are higher level, the upgrades and tweaks that the board offers really help me -- especial since I can always back off easily (but ramp up the challenge -- not so easy).

Anyhow, the notes are excellent and the author put a lot of (much appreciated) work into them.


I'm running through Burnt Offerings right now with 2(!) players, but I've been paging through your notes - they're very helpful, despite my party being miserably understrength rather than overpowered. I particularly loved your idea about Aldern being more concerned about the death of his horse rather than his manservant.

I ran them through an intro session (a bandit ambush) just to get the newbie acclimated to gameplay, then moved on to the Swallowtail raid. They coped pretty well with the encounters as written despite bad dice mojo for the half-orc barbarian that had him whiffing his swings almost the whole way through. I did have the goblins do non-sensible things like attacking with torches instead of dogslicers, taking a turn to raid merchant carts for food, etc., which made the combat more chaotic but less difficult.

They picked up one of the bandits from the initial encounter as an NPC, and I plan to have Shalelu join them as well, so they'll have a bare minimum party of 4 (but no casters).

Liberty's Edge

Joey Virtue wrote:
If anyone wants these in Word format just let me know

Great stuff, Joey! Does your offer of a word document of your work still stand? If so please send it to Kevida97 at comcast dot net. Much obliged!


Kevida wrote:
Joey Virtue wrote:
If anyone wants these in Word format just let me know
Great stuff, Joey! Does your offer of a word document of your work still stand? If so please send it to Kevida97 at comcast dot net. Much obliged!

Sent

For all any more thoughts after use?

The Concordance RPG Superstar 2008 Top 32

Please let us know when you get Xin-Shalast updated.....


catdragon wrote:
Please let us know when you get Xin-Shalast updated.....

Yeah I have been reading the Spell Compeidum so Im getting a few idea for Karzoug but other then him Xin is all updated


Joey,
Man! I just spotted this thread, and I think it will be very helpful. Thank you for so much leg work.

I have inserted the Fortress of the Stone Giants into my group's game (and will probably finish out the Runelords AP). We have 5 players (high 10th to high 11th), but I don't think that some of these encounters will be too much for them. I might take away 1 or 2 creatures from some of them.

I do have a question about the Beholder addition. What is a Darklands Beholder? How is it different from a regular beholder? Plus, it looks like part of its description was cut off. How many hp does it have? Are the ioun stones and platinum pieces his only treasure? If it's a "typical" MM beholder I can figure it out for myself.

Thank you again.

*Okay... I feel stupid now. Darklands is Paizo's Underdark, yes? Regardless, I suppose my questions still stand.


Yeah its just a standard Monster Manual Beholder

Yeah it was just Ion stones and platinum pieces for treasure


Joey Virtue wrote:

Yeah its just a standard Monster Manual Beholder

Yeah it was just Ion stones and platinum pieces for treasure

Great! Thanks for such a quick reply.

And thank you again for so much helpful info! I'll try to post here, and let you know how it goes.


Justanartist wrote:
Joey Virtue wrote:

Yeah its just a standard Monster Manual Beholder

Yeah it was just Ion stones and platinum pieces for treasure

Great! Thanks for such a quick reply.

And thank you again for so much helpful info! I'll try to post here, and let you know how it goes.

If you want it in word just let me know

Liberty's Edge

Joey Virtue wrote:
If you want it in word just let me know

I definitely would like that! Zemondf AT Zhotmail.com (remove the Zs). Thanks!!


Joey Virtue wrote:
Justanartist wrote:
Joey Virtue wrote:

Yeah its just a standard Monster Manual Beholder

Yeah it was just Ion stones and platinum pieces for treasure

Great! Thanks for such a quick reply.

And thank you again for so much helpful info! I'll try to post here, and let you know how it goes.

If you want it in word just let me know

Thanks, but I was able to copy & paste the info from the posting.

So far the enhancements have helped, and haven't overpowered my group. They still go through some of the standard encounters fairly quickly. But, at least the increased HPs & AC keep the monsters in the fight longer.

I wanted to let you know that I ran the Black Monk encounter a couple of weeks ago. Your suggestions made that fight lots of fun, and a difficult one for the group. They were totally scared of this guy. I kept the main fighter on the ground for most of the fight, and everyone hit the dirt at least once.

I did throw in one extra "addition" that I thought I'd mention. I have a Radiant Servant in my group, and his turn would have destroyed the mummy in the 1st round. So, I raised the CR of the mummy and gave him one level of Tomb Guardian (Libris Mortis) by putting some monk graves in the room. I know that was mean, but I REALLY wanted to run this fight.

Can't wait to get to some of the other encounters soon. Thanks.


Oops sneezed and hit submit deleted the ramblings sorry folks lol


Justanartist wrote:


I did throw in one extra "addition" that I thought I'd mention. I have a Radiant Servant in my group, and his turn would have destroyed the mummy in the 1st round. So, I raised the CR of the mummy and gave him one level of Tomb Guardian (Libris Mortis) by putting some monk graves in the room. I know that was mean, but I REALLY wanted to run this fight.

Yeah I have the same character in our group I was thinking about doing the same thing now im sure I will thanks


I just discovered this post, so I haven't had a chance to use any of the suggestions, but I may throw some in later on. My PCs are at the Foxglove townhouse in Magnimar, getting thumped by faceless stalkers.

My campaign started with 6 PCs, then one guy left and another moved away, and we got a new player, so now we have 5.

To make up for the larger party, I made most of the goblin mooks into commandos. I put a Gutdragging Lurcher (from U2: Hangman's Noose) into the prisoner pits with the zombies in the catacombs. I added a few extra Sinspawn. At Thistletop, I bumped up the levels of Nualia and all her party.


Joey Virtue wrote:

Has anyone else used these notes

Our game group has been going through some rough times (a player being layed off, wife left a player, a player graduating)

So i was just wondering how these have worked for other Dms

I was happy to see this post. I have used it to good measure. but was wondering what changes to these sugestions people have if you are using PRPG. Not that I need a play by play, but just general sugestions like more hit points or larger CR's. So far my players are at thistletop and are in charge so to speak. I let them use the flat hit point D6 at first. Should I give this to all leveled monsters? I am ramping up everything on level D in thistletop. They are a little cash poor too. That is in part their fault for letting Erylium escape their clutches.

I would love that word doc.

Joecoolives at comcast dot net

Sovereign Court

joecoolives wrote:


I was happy to see this post. I have used it to good measure. but was wondering what changes to these sugestions people have if you are using PRPG. Not that I need a play by play, but just general sugestions like more hit points or larger CR's. So far my players are at thistletop and are in charge so to speak. I let them use the flat hit point D6 at first. Should I give this to all leveled monsters? I am ramping up everything on level D in thistletop. They are a little cash poor too. That is in part their fault for letting Erylium escape their clutches.

Personally, I haven't changed much because we're playing PFRPG without 3.5 splats so it's my feeling that the encounters work more or less as designed (no mysterious encounter-breaking powers). It's worked really well in Burnt Offerings. It may be, of course, that things need more tweaking at higher levels.


joecoolives wrote:


I would love that word doc.

Joecoolives at comcast dot net

Sent


Thanks Joey. It will be hard to get used to the new avatar. was used to seeing your hell knight. The group made it past Ripnugget today. I did add a few more goblins and if it hadn't been for a well placed hold person on Ripnugget I might have TPK'd them. So I will try to keep it more in line with Joey's sugestions for now.

Sovereign Court

joecoolives wrote:
Thanks Joey. It will be hard to get used to the new avatar. was used to seeing your hell knight. The group made it past Ripnugget today. I did add a few more goblins and if it hadn't been for a well placed hold person on Ripnugget I might have TPK'd them. So I will try to keep it more in line with Joey's sugestions for now.

I found that the problem with the Ripnugget encounter was that if the players are wise and just stay in the doorway, life is a lot harder for the goblins, even with (as I had) six more goblins woken up and coming from behind them. On reflection, I would have perhaps made the goblins tougher rather than adding more of them, although had the players stepped into the room as Ripnugget wanted, TPK may have happened, so I guess this is just a case of better player tactics carrying the day. And it was still a fun fight.


My brothers Divorce was settled yesterday, Two players finals are next week.
So the great news is we should be starting within a couple of weekend!!

Can I get a Hell Yeah for the beginging of a great game

Now I have a question for you guys you look at this one, my writing skills suck do you think a story hour would be good anyhow?


Well we started Saturday

All the players had a lot of fun

Some of the battles were not challenging enough

Im glad I added Bunkel to the Raid on Sandpoint or it would of been a Joke


Joey Virtue wrote:

Well we started Saturday

All the players had a lot of fun

Some of the battles were not challenging enough

Im glad I added Bunkel to the Raid on Sandpoint or it would of been a Joke

Nice. I'll only comment on your burnt offerings alterations, because that is only mod I've run all the way through. I think everything you outlined was fine, except I wouldn't mess with Mal. He was a little more than my party could handle; it was a TPK. I'd use great caution in buffing him at all.


Well I have started a Story hour for this game
http://paizo.com/paizo/messageboards/community/gaming/campaignJournals/virt uesRISEOFTHERUNELORDSCampaignJournal.

Liberty's Edge

Joey Virtue wrote:

Well I have started a Story hour for this game

http://paizo.com/paizo/messageboards/community/gaming/campaignJournals/virt uesRISEOFTHERUNELORDSCampaignJournal.

Joey, that link did not work for me, just took me to the paizo.com page.

I just finished running Sins of the Saviors, and I used a lot of your suggestions. I also put 2 T. Mummies and 2 Dread Wraiths into the final encounter with Kazaven. That battle went really long, though it wasn't quite as deadly as I would have hoped.

In retrospect, all of the wizards in Runeforge need more wands and scrolls of damage spells, including Fireball and Lightning Bolt. Each one typically has 2 or 3 good damage spells, then 2 or 3 more minor damage spells, and that's not enough. They also don't have enough area of effect spells (even with your changes). I'm going to look at your suggestions and really work over Khalib before they run into him and see if it helps.

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