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Charles Evans 25 |
Erik/James:
What exactly did you have in mind for what the ramifications of redeeming Kardswann are, as it says in PF #19 that it will come into play later, but ends up being one of those things (as far as I can make out) that somehow gets omitted from later installments in the path?
Is it maybe worth an extra victory point or two in PF #30 if he has returned to his mistress' side, or is there a 'redeemed' stat block around for him as an ally in the last adventure?
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Erik/James:
What exactly did you have in mind for what the ramifications of redeeming Kardswann are, as it says in PF #19 that it will come into play later, but ends up being one of those things (as far as I can make out) that somehow gets omitted from later installments in the path?
Is it maybe worth an extra victory point or two in PF #30 if he has returned to his mistress' side, or is there a 'redeemed' stat block around for him as an ally in the last adventure?
Very few parties will think of redeeming Kardswann, and of those, few of THEM will be successful. Kardswann's redemption is a possibility, but not a probability, and as such it wasn't worth spending much space on supporting in the adventures to follow. It's FAR more likely that the PCs will end up allying with the harpy, which is why she shows up in the last adventure as a link. If the PCs ally with Kardswann, it'd probably be best to treat him in the same way the harpy is treated in the last adventure. Have him show up to give the PCs a few hints or some support.
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Joey Virtue |
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Im trying to Pathfinderize Legacy of Fire I have a question for during the set piece adventure how would you do
The Breath of Nethys
Upon entering an area filled with the
breath of Nethys, a creature must make a DC 16 Fortitude
save or be affected as per the spell confusion for the next 5
minutes as they experience vivid hallucinations. Even after
failing a save against the gas, a confused creature may make
a DC 15 Concentration check to ignore the confusion effect
for that round and act normally.
Since there is no Concentration how should I set this up?
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Im trying to Pathfinderize Legacy of Fire I have a question for during the set piece adventure how would you do
The Breath of Nethys
Upon entering an area filled with the
breath of Nethys, a creature must make a DC 16 Fortitude
save or be affected as per the spell confusion for the next 5
minutes as they experience vivid hallucinations. Even after
failing a save against the gas, a confused creature may make
a DC 15 Concentration check to ignore the confusion effect
for that round and act normally.Since there is no Concentration how should I set this up?
Have the PCs make DC 15 Will saves to ignore the confusion effect instead.
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Lensman |
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Jal Dorak wrote:The ruined tower is directly above the alcove and stairs on the east side of area A18. The tower itself is ruined, as are the stairs that once lead up to its upper floors, but the stairs still exist where they continue down into the undercrypt. The ten-foot-square section just south of those stairs is where the hole in the tower above looks down into; the spider itself clings to the rubble and old timbers that still exist above this area, and basically climbs down to attack anyone who enters the area (including those who want to use the stairs to go down to the undercrypt).@erian: If you need it to make sense, Zastoran can explain after the fact (or breathlessly during) that he had exhausted his daily compliment of spells battling heat stroke or scorpions or wild dogs, etc.
Or he doesn't need the help, but he appreciates it! :)
In Part 2:
I'm curious about the wolf spider room. Is the ruined tower missing from the map?
I am still a bit confused on this. I am running my second game tonight and the players are most likely going to be going down to the undercrypt. I cannot find the eastern door in A18 to the Laboratory? Do you have to go down the stairs to get to this door?
Also where does the secrect door in the A12 come out in the undercrypt?
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I am still a bit confused on this. I am running my second game tonight and the players are most likely going to be going down to the undercrypt. I cannot find the eastern door in A18 to the Laboratory? Do you have to go down the stairs to get to this door?
Also where does the secrect door in the A12 come out in the undercrypt?
Yeah, the maps are a little unclear here, alas.
1) The entrance into area A19 from A18 is via the stairs; they lead down to the undercrypt. The "Door" is not shown on the map, but should be in the gap in the wall to the east of area A18.
2) The secret door and stairs in area A12 wind down into the Undercrypt in the northernmost part of A20; look close at the north end and you can see the stair symbol (it's a little hidden by the shading, unfortunately).
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DMFTodd |
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I can't quite figure out the hill in Kalmarane - are areas B1-B7 supposed to be in the lower city with B8-B13 on top? The road leading up the hill is then on the West (lower) part of the map?
And..
Old Bonegrinder is confusing as well. He's supposed to "savage any interloper" not accompanied by a Kulldis..but isn't the market visited by other people? There are no Kulldis listed in the lower part of the town - how does a visitor to the market get there without an attack from the warthog? Seems like a gnoll should be posted there so that people can get by?
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I can't quite figure out the hill in Kalmarane - are areas B1-B7 supposed to be in the lower city with B8-B13 on top? The road leading up the hill is then on the West (lower) part of the map?
And.. ** spoiler omitted **
I don't have the module with me at the moment, but indeed, I believe B8-B13 are on top of the hill. The way I interpreted the map (but I could be wrong) was that there were two paths leading up: one to the left of the battle market and one to the right (I'm not using east/west directions because if I remember correctly, north wasn't up on this map...).
One thing I changed, since there are 2 roads to the battle market, was to add another guard post with 4 gnolls on the eastern road.
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DMFTodd |
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Thoughts and questions so far:
Set the monastery on fire: The smoke would alert Kalmarene and bring a lot of gnolls to come see what is happening. That should stop the players.
Redeeming Kardswan: The book they find in the monastery is going to let the PCs know who Kardswan is. I see my players trying to redeem him.
Piddling Question: The merchants in the battle market are listed as "maybe" joining in the battle but no stats are given for them. What are they supposed to be?
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Talon Dunning |
1 person marked this as a favorite. |
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For those converting LoF to PRPG: here's a site that one of my players found that converts all the NPCs and monsters from all the modules to the PRPG system. I've found it very useful.
http://nethys.karuikage.net/conversions.htm
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DMFTodd |
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A DM's Familiar dataset is now available for Howl of the Carrion King. It can be downloaded here.
DM's Familiar is a program you use at the gaming table to run your combat's faster and smoother, easily look up rules, and keep your game organized. The dataset contains the OGC creatures from the adventure so that you don't have to do any data entry!
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Charles Evans 25 |
Thread posted by DMFTodd discussing where all the defenders of Kelmarane might be during daylight hours, in case of a direct frontal assault by the PCs: *link*
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Lord Pel |
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Hey guys,
I normally play without experience, so could you tell me the best level up points for this adventure? Thanks.
My PCs are about to head into the ruined monastery tonight.
I'd say that they should be level 3 after the monastery, level 4 before they assault the battle market, and level 5 for the undercrypt.
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John Mangrum |
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I'd say that they should be level 3 after the monastery, level 4 before they assault the battle market, and level 5 for the undercrypt.
In general I agree, except that clearing out the monastery should just get them to 2nd level. (The advancement track advice is a little hard to find, but it's at the top of page 8.)
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I didn't see this asked anywhere so I figured this was the best place to ask the question I have concerning
In his opening dialogue with the PCs, he refers to the Pactmasters as red-men? Was this an intentional clue that was dropped or something that didn't get cleaned up from the adventure?
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Lord Pel |
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I didn't see this asked anywhere so I figured this was the best place to ask the question I have concerning
** spoiler omitted **
In response:
The red men were the ones who locked him in there 20 years ago. Also, remember that Almah's guards also wear read armour being members of the Pactmaster's guild.
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Tarondor |
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I'm just about to start a Legacy of Fire campaign. I'll have 6-7 players. I'm thinking about how to up the numbers/levels of opponents to account for the increase in player numbers.
In this sort of situation (not one I've usually had!) I generally like to add extra "mooks" to a fight in lieu of upping levels, as that can get deadly fast. But a few of these fights seem to require a focus on a solo villain (Kardswann, Xulthos). Any suggestions?
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I'm just about to start a Legacy of Fire campaign. I'll have 6-7 players. I'm thinking about how to up the numbers/levels of opponents to account for the increase in player numbers.
In this sort of situation (not one I've usually had!) I generally like to add extra "mooks" to a fight in lieu of upping levels, as that can get deadly fast. But a few of these fights seem to require a focus on a solo villain (Kardswann, Xulthos). Any suggestions?
I ran this adventure for 7 PCs. Kardswann got all the re-inforcements available as my PCs tried to blow past the mooks, who conviently made their Perception checks...
Xulthos got some Hp (I find that 150-200% Hp balances solo villains, call it Dr 5 or 10/- if it makes you feel better). Other encounters had mooks added as needed. I have ramped up a handful of villains over the course of the AP, I have the stats for a few if you need them. They are now about 1 level behind where they theorectically ought to be (8 instead of 9 for chapter 4).
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Dire Mongoose |
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A few questions...
Has anyone sketched up a map for what the cactus/goat encounter should look like? I'm struggling a bit to visualize how it should lay out.
What would PCs reasonably know about Kelmarane at the start of the adventure? In particular, I'm struggling with how to explain the concept of the Battle Market.
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What would PCs reasonably know about Kelmarane at the start of the adventure? In particular, I'm struggling with how to explain the concept of the Battle Market.
I struggled with this a bit myself. What I told my players is that when the Pactmasters first started building frontier trading posts, these gladiatorial pits would quickly spring up right next door as soon as the settlements started getting traffic...so, the Pactmasters just started incorporating the combat arena into the design of the trading posts.
This implies that there are (or were) OTHER battle markets besides Kelmarane, of course.
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NeoFax |
A few questions...
Has anyone sketched up a map for what the cactus/goat encounter should look like? I'm struggling a bit to visualize how it should lay out.
Yes, I think erian7 made one up. Just do a search in the archives or head to rpgmapshare.com as I think it is on that site as well.
What would PCs reasonably know about Kelmarane at the start of the adventure? In particular, I'm struggling with how to explain the concept of the Battle Market.
I like delabarre, explained them as a way for the Pactmasters to control trade and commerce thru the country. So, there were quite a few of them. Also, some would know quite a bit about Kelmerane as I think it is one of the "identities" you can take at the beginning of the AP.
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Dire Mongoose |
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Here's the aforementioned map, which I found pretty handy in wrapping my head around what that would look like...
http://rpgmapshare.com/index.php?q=gallery&g2_itemId=28101&g2_image ViewsIndex=1
Next question... can anyone give me a better/different description of the layout of the Chapel? I understand what the first level looks like in a vacuum and where the ladder is, but I'm struggling a little bit with the second level / balcony and especially what of it can and can't be seen from the ground floor, where there's cover and where there's likely to be concealment from natural lighting or lack thereof, etc...
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Besides Maelstrom and Tempest, what are the names of the other three Templar weapons? I can't find Kardswann's or Zayifids, and poor Pazhvann seems to suffer from twisted tuning fork disease.
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John Mangrum |
2 people marked this as a favorite. |
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Besides Maelstrom and Tempest, what are the names of the other three Templar weapons? I can't find Kardswann's or Zayifids, and poor Pazhvann seems to suffer from twisted tuning fork disease.
In my own campaign I'm going with the following names:
Vardishal: Tempest
Davashuum: Maelstrom
Kardswann: Cyclone
Zayifid: Squall
Pazhvann: Firestorm
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Yemeth |
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No idea if anyone still pays attention to this, but I had a quick question about the map of the battle market. On the second floor there is a room marked c17 and several rooms marked S.
C17 is supposed to be Kardswann's chambers up on the third floor, is this room supposed to have a specific designation of some sort, or is it another S? I'm guessing the S might just denote unimportant storage rooms or something?
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eyelessgame |
Haven't seen this asked -
is Mokknokk carrying a +1 or +2 warhammer? It's +2 in the "melee" section but +1 in the "gear" section.
Also, the +1 attack bonus is right for a +2 weapon. +2 BAB, +2 for being Tiny, +2 for weapon, -2 for Str, -4 for oversized weapon, +2 for weapon focus = +1. But with Str 7, damage should be 1d6 (+2 magic, -2 Str), not 1d6-1.
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eyelessgame |
OK, answered my own question - I could use some reading comprehension.
"+1 small warhammer +2 (1d6-1/x3)"
That's a +1 small warhammer... reading comprehension fail. Total bonus to hit is +2, which ... comes from +2 BAB, +2 Tiny, +1 weapon, +1 focus, -2 Str, and I guess -2 for oversized?
So that makes sense. I was showing my age, thinking it was a "small warhammer +2" which isn't how magic items are written these days.
Never mind. :)
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Gordon the Whale |
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Funny you should bring this up just now, since I rechecked some of the converted Mokknok's math on d20pfsrd.com just the day before. The warhammer is just as you said; the correct penalty for using an improperly sized weapon is -2.
(The previous conversion had the incorrect CMB/CMD.)
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Googleshng |
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So, I'm running this, like a surprising number of people it seems, with a Pathfinder conversion and 7 PCs. So first off, do any of the other people who have done so still have their upscaling notes handy? That'd save me a ton of trouble.
Anyway, they just had to call it an early night as they drew up face to face with (an enlarged) Kardswann, and are generally freaking out about how he looks like he'll just be able to drop one PC per round. The reality of the situation shouldn't be that bad, but, it's still going to be a skin of their teeth sorta thing I'm sure.
Given how freaked out they are to go into this fight though, I'm thinking the next bit may take them off the rails a little and I'm wondering if that's even really a problem.
Thinking about it though, there really isn't any pressing reason to deal with him, is there? He's sealed up pretty well with the whole interdict key bit, so there's no immediate threat. They aren't really missing out on much loot wise because they aren't really the tomb-robbing sorts. And correct me if I'm wrong, but Xulthos has absolutely no impact on the plot of the rest of the AP. He's just kind of a rationale for Kardswann's behavior and a nice fun fight, right?
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Gordon the Whale |
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Well... With Kardswann dead, Xulthos will be looking for someone else to dominate. For instance, whichever beefy fighter in your party has a low will save?
You're the GM, so you can ignore it as much as you like, but Xulthos clearly has power to turn events in the town to strife, even from his prison. If they want to go build up their strength in the hinterlands, that seems reasonable, but moving in to Kelmarane with Xulthos still there seems like a bad plan.
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seto83 |
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I'm about to start dming this mod, and im cosidering replacing Mokknokk fighter 2 with Mokknokk caviler 2 mount is a rust monster. I will of course repostion his two gaurds outside is chamber so the they arent encountered there also. I should have a party of five to six pcs, so would this changes make this too hard?
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Gordon the Whale |
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The combination of a falling risk and the unluck aura mean the big pugwampi fight is already extremely difficult and frustrating for players, and the shatter spell-like ability of pugwampis means that they are already dealing with item losses as well. Add a rust monster only if it is your goal to make them cry.
It also poses some mechanical problems for the rust monster itself. As a medium creature, the rust monster would automatically fall through the floor of the pugwampi nest after 1 round, and also has a 75% chance of breaking the rafters each round it is on them. Also, to make things a little better for the PCs, the rust monster, since it is not a pugwampi, gnoll, or animal, is effected by the aura of unluck. It still shouldn't have much trouble making its touch attacks with a +6 bonus.
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How does the Three Jaws Tribe fit in with the Carrion King?
Pg 31-32: Hargk says that his tribe has fought against the Kulldis tribe for many years, and that they don't like that the Kulldis tribe is led by a non-gnoll. The Chieftain, Narg, likely attacks Kelmarane after the PCs defeat Kardswann.
Pg. 57: It's mentioned that the various tribes under the Carrion King often fight amongst themselves, but that the Carrion King punishes the conflicting tribes.
Pg. 60: The Three Jaws Tribe is part of the Tribes of the Carrion King, but there is no mention of Hargk or Narg and the events of Howl of the Carrion King. They're also described as being worshippers of Rovagug, as being the forefront of the Carrion King's warriors and as having piercings and self-inflicted disfigurements.
The text in the back matter specifically says that the Three Jaws Tribe is the tribe likely to be sent by the Carrion King after other tribes that displease him, but Kardswann introduces himself as the "Mouth of the Carrion King" and attacking him would certainly displease the Carrion King.
Why are the Three Jaws Tribe attacking another tribe of the Carrion King? Did I miss something?
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catmandrake |
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My takeaway from all that was that gnoll politics are just as treacherous as human politics. Perhaps Narg is leading a splinter faction of the Three Jaws against the Kulldis because of his own outrage about their impurity. Perhaps the Three Jaws leadership thinks the prize of controlling Kelmarane outweighs the punishment the Carrion King would mete out for conflict among his vassals. Maybe the Carrion King doesn't really like Kardswann leading one of his tribes and sent the Three Jaws to kill him and put a gnoll back in charge of Kelmarane. Maybe Rokova (the real Rokova at this point) thinks the Three Jaws have grown too powerful in their position as the Carrion King's favored enforcers, so he sent them false orders to trick them into attacking the Kulldis, which would piss off the Carrion King and cause the Three Jaws to lose favor and possibly be destroyed by the Carrion King's wrath.
A Game of Carrion Thrones?
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Idar |
Hey all, I know this is a dead forums, but I'm running the game for some friends.
We're on part three, handling the exploration of Kelmarane. I was wondering how you all handled time passing. To be more specific, how long does it take to travel between each location on the map, and handle the problems there?
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John Mangrum |
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Hey all, I know this is a dead forums, but I'm running the game for some friends.
We're on part three, handling the exploration of Kelmarane. I was wondering how you all handled time passing. To be more specific, how long does it take to travel between each location on the map, and handle the problems there?
Are you referring to the locations on the outskirts of town, such as the monastery and the refuge?
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Reverse |
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I was wondering how you all handled time passing. To be more specific, how long does it take to travel between each location on the map, and handle the problems there?
We went for around 3 hours to walk from the monastery to the centre of the village, the ruin of Nethys 1 hours from the village, and the fort 2 hours from the village.
It was inconvenient enough that the players wanted to get a good bit done in each visit to the village, but not so much that they felt they couldn't retreat when needed.
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Idar |
Sorry about the lack of detail in the previous post, lemme see if I can clarify some things. Appreciate the responses though!
The players managed to take over the monastery and they're about to explore the outer portions of Kelmarane, the areas outside of the battle market and the ruined church. The adventure hints that it should take more than one day to explore, as it describes the various things that happen on each day. How long do you think it should take to explore a ruined structure in the Ruins of Kelmarane.