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Looking to Pregenerated Characters. How can Harsk have full attack with a heavy crossbow?
Good point. He should have the Crossbow Mastery feat from the APG, which would let him full-attack with a heavy crossbow, or else lose the iterative attacks.
(Note: probably a carryover from his first appearance in Curse of the Crimson Throne, where he did have the feat, as it originally appeared in the Player's Guide to that AP cycle.)

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The module makes it clear that Nyrissa is totally insane from the things which have happened in her life. What happens if the PC's cast a Heal spell, which will remove her insanity?
I'm in agreement with the people who thought this module didn't flow from the previous five. I can see where the design staff is coming from, but I thought it was a rather jarring transition. When you add the fact that the players are used to years passing during the course of play of the previous five modules and this one requires that they not only play day to day, but also need to keep track day by day of what is happening in the kingdom, I'm afraid it's going to disappoint a lot of players.
Don't get me wrong, I think Kingmaker is destined to become a Classic among adventures, but I think the conclusion is the weak link.

Charles Evans 25 |
The module makes it clear that Nyrissa is totally insane from the things which have happened in her life. What happens if the PC's cast a Heal spell, which will remove her insanity?
I'm in agreement with the people who thought this module didn't flow from the previous five. I can see where the design staff is coming from, but I thought it was a rather jarring transition. When you add the fact that the players are used to years passing during the course of play of the previous five modules and this one requires that they not only play day to day, but also need to keep track day by day of what is happening in the kingdom, I'm afraid it's going to disappoint a lot of players.
Don't get me wrong, I think Kingmaker is destined to become a Classic among adventures, but I think the conclusion is the weak link.
Nyrissa's had a piece of her soul broken off by the powers that govern the fey, and made into something else; I think her madness may go beyond anything heal would fix.
Even assuming a heal would have any impact on her (and as a high-level druid capable of casting heal herself, I assume she must have done so at times before the PCs confront her for one reason or another) she still wants the Stolen Lands as a gift/bribe to the fey elders to try and win her way back into their favour...
Black Moria |

The module makes it clear that Nyrissa is totally insane from the things which have happened in her life. What happens if the PC's cast a Heal spell, which will remove her insanity?
I'm in agreement with the people who thought this module didn't flow from the previous five. I can see where the design staff is coming from, but I thought it was a rather jarring transition. When you add the fact that the players are used to years passing during the course of play of the previous five modules and this one requires that they not only play day to day, but also need to keep track day by day of what is happening in the kingdom, I'm afraid it's going to disappoint a lot of players.
Don't get me wrong, I think Kingmaker is destined to become a Classic among adventures, but I think the conclusion is the weak link.
I disagree but it comes down to taste and expectations.
As for last adventure being 'on the clock' compared to the others, the purpose to give a sense of urgency to the characters to seek out Nyrissa and deal with her. The blooms are get the characters off their royal keisters and deal with the source because the characters have no idea how long the bloom onslaught will go on.
As such, I disagree with you that alot of players are going to be disappointed. I think many players will find Nyrissa an itch they want badly to scratch but can't until they meet the conditions to allow transition to the First World.
All that said, if the end adventure is not to your liking, you can use the suggestions for extending the adventure and go right into a War with Brevoy or the Return of Choral the Conqueror arc or write your own ending. I think a War with Brevoy or Choral the Conqueror would make an excellent alternate finish for the campaign if you don't want to run the last adventure as is.

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I think there's a couple of minor stat block issue with the Misbegotten Troll.
First, as a reach weapon, the ranseur should increase his reach to 20 feet, not 15 feet, since reach weapons double a creature's natural reach.
There is no weapon training listed. I would assume the troll would want +1 with pole arms, and +2 with natural attacks, based on the rest of it's stat block.
Also, for the Mandragora swarm, there shouldn't be an attack bonus for the swarm attack.

Are |

First, let me just sing some praises for the adventure itself; it's an excellent (and perfect) end to an awesome Adventure Path!
One thing I wondered about though (it was two, but my Teleport Trap question was already answered earlier): What is the chance for wandering monsters to occur on the pathways between glades? I assume it's not 100%?

Daviot |

First, let me just sing some praises for the adventure itself; it's an excellent (and perfect) end to an awesome Adventure Path!
One thing I wondered about though (it was two, but my Teleport Trap question was already answered earlier): What is the chance for wandering monsters to occur on the pathways between glades? I assume it's not 100%?
Looking at page 26, it just mentions that a random encounter roll should be made every time the party travels to a new glade, in addition to a 50% of the path being perilous (with a sidebar for that), but I think the actual encounter rates were squeezed for time or space.
That said, standard encounter rates for the campaign as a whole (at least on the Material) have been:
Unclaimed Hexes: 5% traveling through, 15% exploring or camping.
Claimed Hexes: 1% traveling through, 5% exploring or camping.
That said, until I hear otherwise I'd probably assume the 5/15% numbers, as the Thousandbreaths has more than enough deadly possibilities written up as it is.

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First, let me just sing some praises for the adventure itself; it's an excellent (and perfect) end to an awesome Adventure Path!
One thing I wondered about though (it was two, but my Teleport Trap question was already answered earlier): What is the chance for wandering monsters to occur on the pathways between glades? I assume it's not 100%?
This was due to a bit of miscommunication between Wes and I. I thought that the Bestiary would list the wandering monster chances, but Wes assumed I would be putting that into the adventure.
The result is that it's not in there at all. It should be 20%, but no more often than you as the GM want them to happen.

wraithstrike |

I am changing the history of Nyrissa so that she came to the material plane to help against Kyuss, but was punished because the elders had forbidden her to interfere. They figured what happened on the material plane was not an issue of theirs. After she helped defeat/imprison Kyuss she they punished her by taking her positive emotions and creating the sword.
If my PC's do enough research I will let them know about this. They probably won't want to kill her, but the only way for her to become normal again is through the power of the elders(currently anyway). The elder(s) will most likely require something in return for her to be returned to normal. The problem is I can't think of anything.
I did see the end of the adventure where they are sent on a wild goose chase, and that won't be fun at all.

Tem |

I was just flipping through this issue in an effort to get a feel for how the kingdom building and mass combat portions of the game play out. I came across this particular nugget:
Once a bloom manifests, it changes the nature of
reality in some unique manner within the reach of that
hex. Worse, that hex is immediately removed from the PCs’
kingdom. This not only reduces the kingdom’s size by 1,
but also increases Unrest by 1 (or by 4 if the hex contained
a city). Any improvements in that hex are lost, including all
city-based improvements and modifiers and all special hex
features such as resources.
Day 12: Nights of Dread
Location: This bloom can appear in any hex that
contains a settlement of any size—it’s best if this bloom
manifests in the PCs’ capital city.
So, if I understand correctly, with no way to prevent it ahead of time, the PCs will automatically lose their capital city. This will not only dramatically affect their kingdom modifiers but is also incurs 4 points of unrest. Have people played through this portion of the AP yet? I must admit we're still quite a ways off, but it sure looks tough to recover from such an event.

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I was just flipping through this issue in an effort to get a feel for how the kingdom building and mass combat portions of the game play out. I came across this particular nugget:
Page 11 wrote:
Once a bloom manifests, it changes the nature of
reality in some unique manner within the reach of that
hex. Worse, that hex is immediately removed from the PCs’
kingdom. This not only reduces the kingdom’s size by 1,
but also increases Unrest by 1 (or by 4 if the hex contained
a city). Any improvements in that hex are lost, including all
city-based improvements and modifiers and all special hex
features such as resources.Page 15 wrote:So, if I understand correctly, with no way to prevent it ahead of time, the PCs will automatically lose their capital city. This will not only dramatically affect their kingdom modifiers but is also incurs 4 points of unrest. Have people played through this portion of the AP yet? I must admit we're still quite a ways off, but it sure looks tough to recover from such an event.Day 12: Nights of Dread
Location: This bloom can appear in any hex that
contains a settlement of any size—it’s best if this bloom
manifests in the PCs’ capital city.
The Nights of Dread bloom doesn't physically change anything; it takes place entirely in the dreaming minds of sentient creatures. It shouldn't cause the hex to be lost as a result, since there's no immediate physical change that occurs. It's a weird one.

Tem |
1 person marked this as a favorite. |

:)
Ok, that may be a normal smiley, but it sure looks like an evil grin to me. Was this intended as agreement with James or is there something else cooking behind that smile? I'd love to have your input on how you intended these things to work.
I think even as written, the PCs could recover from such an event but it would certainly be a staggering loss. Their kingdom doesn't really need to feel the effect of it until the end of the month but it would certainly have some odd side-effects if they have an army stationed in the city (which would then require support on a weekly basis). There's also the matter of the War of the High Folly on day 26 which could further devastate the area.

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Richard Pett wrote::)Ok, that may be a normal smiley, but it sure looks like an evil grin to me. Was this intended as agreement with James or is there something else cooking behind that smile? I'd love to have your input on how you intended these things to work.
I think even as written, the PCs could recover from such an event but it would certainly be a staggering loss. Their kingdom doesn't really need to feel the effect of it until the end of the month but it would certainly have some odd side-effects if they have an army stationed in the city (which would then require support on a weekly basis). There's also the matter of the War of the High Folly on day 26 which could further devastate the area.
Keep in mind that this is a high-level adventure that occurs at the end of the campaign. AKA: The gloves come off. It's SUPPOSED to be a difficult thing to recover from, but the PCs, being high-level, have a staggering amount of options available to them to address issues.

Tem |

Keep in mind that this is a high-level adventure that occurs at the end of the campaign. AKA: The gloves come off. It's SUPPOSED to be a difficult thing to recover from, but the PCs, being high-level, have a staggering amount of options available to them to address issues.
Well, that's kind of why I was asking. Based on what others have been saying regarding kingdom stats as they push into books 4 and 5, the loss of a city (even their capital) may not actually be unrecoverable. I'm perfectly happy taking the gloves off at this point in the campaign. Truth be told, I probably don't wear them enough in my games as it is!
I guess it's just a little tough to see at this point how much devastation they'll be able to handle. It would certainly be memorable to have a city tear itself apart due to wide spread panic set on by nightmares and their various manifestations. With things going to hell in a handbasket, PCs may get the hint that addressing the symptoms isn't as good as a cure. By day 12, this bloom will be a serious wake-up call compared to what they've faced to this point.

Richard Pett Contributor |

James Jacobs wrote:Keep in mind that this is a high-level adventure that occurs at the end of the campaign. AKA: The gloves come off. It's SUPPOSED to be a difficult thing to recover from, but the PCs, being high-level, have a staggering amount of options available to them to address issues.Well, that's kind of why I was asking. Based on what others have been saying regarding kingdom stats as they push into books 4 and 5, the loss of a city (even their capital) may not actually be unrecoverable. I'm perfectly happy taking the gloves off at this point in the campaign. Truth be told, I probably don't wear them enough in my games as it is!
I guess it's just a little tough to see at this point how much devastation they'll be able to handle. It would certainly be memorable to have a city tear itself apart due to wide spread panic set on by nightmares and their various manifestations. With things going to hell in a handbasket, PCs may get the hint that addressing the symptoms isn't as good as a cure. By day 12, this bloom will be a serious wake-up call compared to what they've faced to this point.
And that Tem, is why your answer will always be better than mine, you've just inked out an awesome sounding session for your players. Huzzah!
Now we need to know how it runs with you, so keep us posted:)
Rich

Garreth Baldwin |

I would just like to say how much I love this adventure. I personally think that it is a great end to the Kingmaker AP, with the underlying force behind everything coming out hard and fast. Up until this point I suspect that my PCs will be overly confidant that they know they can handle whatever is going on. (Especially since they started asking me for rules for building armies right after they started building their cities) With all the fey hitting against them within the course of one month it will throw them off their toes, which I like. Rulers get too comfortable, and things should catch them by surprise. After all, a good mastermind doesn't revel he (or she) is behind everything until it's pretty much too late to do anything about it.

Are |

It's presumably from being a Worm That Walks. Unfortunately there isn't a full Pathfinderized writeup of that template anywhere (that I know of). Maybe there will be one in Bestiary 2.
The original was in the Epic Level Handbook, and is quite a bit more powerful than that used for the Wriggling Man, so that doesn't help either (for instance, that template gives a +20 insight bonus to AC).

Garreth Baldwin |

It's presumably from being a Worm That Walks. Unfortunately there isn't a full Pathfinderized writeup of that template anywhere (that I know of). Maybe there will be one in Bestiary 2.
The original was in the Epic Level Handbook, and is quite a bit more powerful than that used for the Wriggling Man, so that doesn't help either (for instance, that template gives a +20 insight bonus to AC).
James already confirmed that there would be a write up in Bestiary 2. So hopefully just another month til we see the base stats

olshanski |
I had the same concern Tem had, about the capital city getting wiped out, but I had another concern about the blooms as well:
The blooms say that they spread to neighboring hexes at a rate of 1 hex per day. The text says that may take several days for the players to get notified of some blooms, I think the text mentioned that some blooms may go for weeks before the party is notified... If the blooms are destroying 1 hex per day, that is a huge number of hexes wiped out before the party even knows that damage is being done.

Bigrin da Troll |

I chose to interpret that as "grows at at rate of one hex per day after the party has been notified" - thus it's a penalty for poor decision-making (choosing to ignore the bloom) rather than being unlucky (not knowing about the bloom).
Especially as bloom hexes need to be reclaimed/rebuilt from scratch.

Goraxes |
1 person marked this as a favorite. |

Keep in mind that this is a high-level adventure that occurs at the end of the campaign. AKA: The gloves come off. It's SUPPOSED to be a difficult thing to recover from, but the PCs, being high-level, have a staggering amount of options available to them to address issues.
Bridge to House at the end of time.... "Runt" flys up to the party and double breath weapons. 2 people drop, one completely dead. DM Looks at the paladin. "You said you wanted a challange in this book right?" Paladin replyed "NOT A TPK!!!" i looked at him and showed him the book... I changed nothing...
NOW the party has the fear of gawd and wants to turn around and leaving Firstworld. They have been complaining that KM was to easy. They had 2 paladins in the party for Vordakai... he did not get a 2nd turn. Thank you for Book 6.
PS: i think book 6 could be expanded slightly and turned in to its own Campaign, i love the idea of it.

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I have a question about the encounter with Nyrissa - how the heck does any PC stand a chance against her? I'm still relatively new to D&D so I've never run a campaign to this level or played in one either, but in looking over the final encounter I can't see any way to kill Nyrissa other than rolling two separate criticals with Briar. Her amazingly high AC and saves make it seem that she's invulnerable to everything in my eyes (well, maybe touch spells or flanking would work, but in such a small room this seems very hard to manage). Am I wrong in thinking that this encounter is impossible?

wraithstrike |

I have a question about the encounter with Nyrissa - how the heck does any PC stand a chance against her? I'm still relatively new to D&D so I've never run a campaign to this level or played in one either, but in looking over the final encounter I can't see any way to kill Nyrissa other than rolling two separate criticals with Briar. Her amazingly high AC and saves make it seem that she's invulnerable to everything in my eyes (well, maybe touch spells or flanking would work, but in such a small room this seems very hard to manage). Am I wrong in thinking that this encounter is impossible?
By the time your players get to level 16 they should be able to hit her. She also has the issue of action economy working against her.
I think her AC is about 50
fighter BAB=16, strength mod=7(minimum), weapon(+3), weapon focus 1, greater weapon focus 1, weapon training 3. This is before buffs or debuffs and just off the top of my head. If I knew your party's composition I could be more specific.

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Space Titanium wrote:I have a question about the encounter with Nyrissa - how the heck does any PC stand a chance against her? I'm still relatively new to D&D so I've never run a campaign to this level or played in one either, but in looking over the final encounter I can't see any way to kill Nyrissa other than rolling two separate criticals with Briar. Her amazingly high AC and saves make it seem that she's invulnerable to everything in my eyes (well, maybe touch spells or flanking would work, but in such a small room this seems very hard to manage). Am I wrong in thinking that this encounter is impossible?By the time your players get to level 16 they should be able to hit her. She also has the issue of action economy working against her.
I think her AC is about 50
fighter BAB=16, strength mod=7(minimum), weapon(+3), weapon focus 1, greater weapon focus 1, weapon training 3. This is before buffs or debuffs and just off the top of my head. If I knew your party's composition I could be more specific.
Currently we're not playing Kingmaker, but I've been hoping to run it at some point. I was just looking at the level 15 iconics and realized that as they are written down they cannot hit Nyrissa (AC 51). The fighter build you've put down gives an attack of roughly +31, which still isn't enough to actually hit her without a natural 20. I see your point, though. Thanks for the help.

Ice Titan |

I have a question about the encounter with Nyrissa - how the heck does any PC stand a chance against her? I'm still relatively new to D&D so I've never run a campaign to this level or played in one either, but in looking over the final encounter I can't see any way to kill Nyrissa other than rolling two separate criticals with Briar. Her amazingly high AC and saves make it seem that she's invulnerable to everything in my eyes (well, maybe touch spells or flanking would work, but in such a small room this seems very hard to manage). Am I wrong in thinking that this encounter is impossible?
My party literally just put her into the ground no contest. Until I got frustrated and changed the entire encounter, she didn't get a single spell off and died without dealing a single point of damage.
Flanking, spells, clerics, wizards yada yada yada. Level 9 spells as openers combined with a lucky series of rolls left her staggered and unable to cast for the entire fight. I think there was a touch of idiocy in there that took the max amount of Charisma from her-- I know I kept crediting the sorcerer with "you hit by x because of him."
She seems insurmountable from a beginner's point of view-- you just don't know what kind of insane things a very powerful and optimized group of maniacs can do if they put their mind to it.

wraithstrike |

Space Titanium wrote:I have a question about the encounter with Nyrissa - how the heck does any PC stand a chance against her? I'm still relatively new to D&D so I've never run a campaign to this level or played in one either, but in looking over the final encounter I can't see any way to kill Nyrissa other than rolling two separate criticals with Briar. Her amazingly high AC and saves make it seem that she's invulnerable to everything in my eyes (well, maybe touch spells or flanking would work, but in such a small room this seems very hard to manage). Am I wrong in thinking that this encounter is impossible?My party literally just put her into the ground no contest. Until I got frustrated and changed the entire encounter, she didn't get a single spell off and died without dealing a single point of damage.
Flanking, spells, clerics, wizards yada yada yada. Level 9 spells as openers combined with a lucky series of rolls left her staggered and unable to cast for the entire fight. I think there was a touch of idiocy in there that took the max amount of Charisma from her-- I know I kept crediting the sorcerer with "you hit by x because of him."
She seems insurmountable from a beginner's point of view-- you just don't know what kind of insane things a very powerful and optimized group of maniacs can do if they put their mind to it.
Did you play her straight out of the book?

Ice Titan |

Ice Titan wrote:Did you play her straight out of the book?Space Titanium wrote:I have a question about the encounter with Nyrissa - how the heck does any PC stand a chance against her? I'm still relatively new to D&D so I've never run a campaign to this level or played in one either, but in looking over the final encounter I can't see any way to kill Nyrissa other than rolling two separate criticals with Briar. Her amazingly high AC and saves make it seem that she's invulnerable to everything in my eyes (well, maybe touch spells or flanking would work, but in such a small room this seems very hard to manage). Am I wrong in thinking that this encounter is impossible?My party literally just put her into the ground no contest. Until I got frustrated and changed the entire encounter, she didn't get a single spell off and died without dealing a single point of damage.
Flanking, spells, clerics, wizards yada yada yada. Level 9 spells as openers combined with a lucky series of rolls left her staggered and unable to cast for the entire fight. I think there was a touch of idiocy in there that took the max amount of Charisma from her-- I know I kept crediting the sorcerer with "you hit by x because of him."
She seems insurmountable from a beginner's point of view-- you just don't know what kind of insane things a very powerful and optimized group of maniacs can do if they put their mind to it.
Straight up.
Bad rolls on my part also played a contribution if I remember correctly.

wraithstrike |

wraithstrike wrote:Ice Titan wrote:Did you play her straight out of the book?Space Titanium wrote:I have a question about the encounter with Nyrissa - how the heck does any PC stand a chance against her? I'm still relatively new to D&D so I've never run a campaign to this level or played in one either, but in looking over the final encounter I can't see any way to kill Nyrissa other than rolling two separate criticals with Briar. Her amazingly high AC and saves make it seem that she's invulnerable to everything in my eyes (well, maybe touch spells or flanking would work, but in such a small room this seems very hard to manage). Am I wrong in thinking that this encounter is impossible?My party literally just put her into the ground no contest. Until I got frustrated and changed the entire encounter, she didn't get a single spell off and died without dealing a single point of damage.
Flanking, spells, clerics, wizards yada yada yada. Level 9 spells as openers combined with a lucky series of rolls left her staggered and unable to cast for the entire fight. I think there was a touch of idiocy in there that took the max amount of Charisma from her-- I know I kept crediting the sorcerer with "you hit by x because of him."
She seems insurmountable from a beginner's point of view-- you just don't know what kind of insane things a very powerful and optimized group of maniacs can do if they put their mind to it.
Straight up.
Bad rolls on my part also played a contribution if I remember correctly.
I almost never play a boss by what the book says, not exactly anyway. From the way I read her description they have a straight shot at her without any sort of barrier. I will be looking for her spells before my group gets to her, and changing her around.

Charles Evans 25 |
it was James...
Off-topic:
Have you been keeping an eye on the PaizoCon Uk 2011 thread, Sir Pett, and is there a possibility we may see you again?
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Space Titanium wrote:I have a question about the encounter with Nyrissa - how the heck does any PC stand a chance against her? I'm still relatively new to D&D so I've never run a campaign to this level or played in one either, but in looking over the final encounter I can't see any way to kill Nyrissa other than rolling two separate criticals with Briar. Her amazingly high AC and saves make it seem that she's invulnerable to everything in my eyes (well, maybe touch spells or flanking would work, but in such a small room this seems very hard to manage). Am I wrong in thinking that this encounter is impossible?My party literally just put her into the ground no contest. Until I got frustrated and changed the entire encounter, she didn't get a single spell off and died without dealing a single point of damage.
Flanking, spells, clerics, wizards yada yada yada. Level 9 spells as openers combined with a lucky series of rolls left her staggered and unable to cast for the entire fight. I think there was a touch of idiocy in there that took the max amount of Charisma from her-- I know I kept crediting the sorcerer with "you hit by x because of him."
She seems insurmountable from a beginner's point of view-- you just don't know what kind of insane things a very powerful and optimized group of maniacs can do if they put their mind to it.
This is good to know, actually. We'll see if the group I play ever really gets to that point, but it is nice to know that these encounters are not as difficult as I thought. Thanks again.

wraithstrike |

I wan to raise the CR of the last fight by giving Narissa two CR'16 buddies. I can't think of anything that fits thematically though. It has to be mechanically powerful also. I am not asking for a build, just a suggestion of what to use. Whatever it is needs to be strong in melee combat. Narissa will be taking care of the magic.
I thought about 2 antipaladins or 2 rangers, but I don't know why she would have them.
I also want to replace her wizard friend, but I can't think of anything for that either. Anything from CR's 17-20 would work.
PS: 3.5 Monsters are also welcome for both suggestions.

wraithstrike |

I wan to raise the CR of the last fight by giving Narissa two CR'16 buddies. I can't think of anything that fits thematically though. It has to be mechanically powerful also. I am not asking for a build, just a suggestion of what to use. Whatever it is needs to be strong in melee combat. Narissa will be taking care of the magic.
I thought about 2 antipaladins or 2 rangers, but I don't know why she would have them.
I also want to replace her wizard friend, but I can't think of anything for that either. Anything from CR's 17-20 would work.
PS: 3.5 Monsters are also welcome for both suggestions.
Bump

Charles Evans 25 |
wraithstrike wrote:BumpI wan to raise the CR of the last fight by giving Narissa two CR'16 buddies. I can't think of anything that fits thematically though. It has to be mechanically powerful also. I am not asking for a build, just a suggestion of what to use. Whatever it is needs to be strong in melee combat. Narissa will be taking care of the magic.
I thought about 2 antipaladins or 2 rangers, but I don't know why she would have them.
I also want to replace her wizard friend, but I can't think of anything for that either. Anything from CR's 17-20 would work.
PS: 3.5 Monsters are also welcome for both suggestions.
As to the buddies, what about a couple of everybody's favourite demonic teddy-bears (the Shemhazian demon from the bestiary of Pathfinder #5)? They're only CR 14, but since you're converting them from 3.5 anyway (I assume that you're running a PFRPG game) you could always advance them whilst you fiddle with the stat blocks, and it seems to me that they could fit right in with the nightmarish/warped nature of Narissa's demesne if you describe them right.
Sorry, no thoughts right now on the wizard front.
scifan888 |

wraithstrike wrote:Keep in mind that the Elders are demigods. They're the same power level as a demon lord. That means CR 30 to 40 or thereabouts. They're not pushovers.PJ wrote:My group would also fill the first world elders with sharp pointy things if they tried to humble the party.
I'm not sure about First World Elders wanting the pcs to humble themselves. My pcs would absolutely say no!!
Are there stats for them anywhere? The massive con job they planned to restore that psycho nymph and collect a few extra goodies while completely disregarding all the harm she and by extension they did (since they drove her insane). Basically they considered all the harm she did unimportant and irrelevant.
Some of them really need killing. Permanently.This would actually be a good epic campaign. Teach those arrogant jerks to stop messing with the Prime. Or else.

scifan888 |

James Jacobs wrote:wraithstrike wrote:Keep in mind that the Elders are demigods. They're the same power level as a demon lord. That means CR 30 to 40 or thereabouts. They're not pushovers.PJ wrote:My group would also fill the first world elders with sharp pointy things if they tried to humble the party.
I'm not sure about First World Elders wanting the pcs to humble themselves. My pcs would absolutely say no!!
Here we go again. Hopefully this time it will post.
Are there stats for them listed anywhere, in any book or supplement?
After the massive con job some of them planned to restore that insane nymph and collect a few extra goodies along the way, they really need to die. Especially since they completely dismiss any harm she did as well as any responsibility by her and them (since they drove her insane in the first place). They seem to consider mortals and anything done to mortals unimportant and irrelevant. They really need killing.
This would actually make a good epic adventure. Teaching the arrogant jerks to cut out the meddling with mortals. Or else.

Daviot |

Are there stats for them listed anywhere, in any book or supplement?
The new Inner Sea World Guide lists the Eldest with alignments and domains under the "Other Gods" section (page 233, with the chart on page 234), this officiating their demigod status. How you cull transdimensional minor gods is up to you (statting out gods was a 3.0/3.5 thing, but it could be done if desired), and yes, it would make a good epic adventure/campaign. Cheers. :3

scifan888 |

The new Inner Sea World Guide lists the Eldest with alignments and domains under the "Other Gods" section (page 233, with the chart on page 234), this officiating their demigod status. How you cull transdimensional minor gods is up to you (statting out gods was a 3.0/3.5 thing, but it could be done if desired), and yes, it would make a good epic adventure/campaign. Cheers. :3
Thanks. I was hoping that there might have been some actual official stats somewhere. So, any votes for Epic Pathfinder anyone? I certainly would like updated Epic rules.

Maddigan |

James Jacobs wrote:Keep in mind that this is a high-level adventure that occurs at the end of the campaign. AKA: The gloves come off. It's SUPPOSED to be a difficult thing to recover from, but the PCs, being high-level, have a staggering amount of options available to them to address issues.Well, that's kind of why I was asking. Based on what others have been saying regarding kingdom stats as they push into books 4 and 5, the loss of a city (even their capital) may not actually be unrecoverable. I'm perfectly happy taking the gloves off at this point in the campaign. Truth be told, I probably don't wear them enough in my games as it is!
I guess it's just a little tough to see at this point how much devastation they'll be able to handle. It would certainly be memorable to have a city tear itself apart due to wide spread panic set on by nightmares and their various manifestations. With things going to hell in a handbasket, PCs may get the hint that addressing the symptoms isn't as good as a cure. By day 12, this bloom will be a serious wake-up call compared to what they've faced to this point.
Good idea, Tem. I wasn't even thinking how I would adjudicate this. Now I know.

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Daviot wrote:Thanks. I was hoping that there might have been some actual official stats somewhere. So, any votes for Epic Pathfinder anyone? I certainly would like updated Epic rules.
The new Inner Sea World Guide lists the Eldest with alignments and domains under the "Other Gods" section (page 233, with the chart on page 234), this officiating their demigod status. How you cull transdimensional minor gods is up to you (statting out gods was a 3.0/3.5 thing, but it could be done if desired), and yes, it would make a good epic adventure/campaign. Cheers. :3
Epic updated rules would be awesome.

DanP |

Our group finished the adventure path last week; it took a year playing every other week for six hours. In my view, book six was one of the better books in the series (with 1 and 3 being the others) since the monsters were interesting (esp. Horned Hunter, treants, linnorm, dragon, wriggling man) and the material needed much less revision than some of the others. Some points I would make relative to previous posts are that the book continued to have a sandbox feel, as the PCs have some flexibility on enduring blooms, or taking the offensive into the First World, what glades to visit, and how thorough they are in the House. Nyrissa is tough on paper, but bad rolls, cramped quarters, needing to make concentration checks, low SR, and smart players all worked against her. Overall, the adventure was refreshingly challenging after some of the other books, but not overwhelmingly so because the players are really ramping up in power by then, too. I did take out the lesser Jabberwock encounter due to time, the fact that there are three “dragon” encounters in a row as written, and the creature is either really powerful (CR20) or too easy (no SR), depending on how the dice fall.

rando1000 |

Crap. The teleport trap was cut. Ignore that reference. (Originally, there was an effect that redirected teleporters to buried coffins in the Mire, area G, but we removed that because it was a bit too annoying and lame and cruel and dumb and petty.)
But damn cool, though. If I EVER run a Ravenloft game again, I'm so doing this.

Geeky Frignit |

So, just going through some prep work for Sound of a Thousand Screams, and I noticed that the DCs for some of Nyrissa's spells don't take into account the Fey bloodline arcana.
The following spells should have their DCs increased by +2:
- dominate person
- charm monster
- suggestion
- hideous laughter
- charm person

FoxAdriftAtSea |
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Looking over module 6 I see Nyrissa is missing something
So with that in mind I was thinking of this
Use all three uses of rod of maximize in one round targeting PC wielding Briar/ anyone near
Maximized Clashing rocks 20d6 DC 32 + Maximized chain lightning 17d6 DC 31 + quickened maximized scorching ray 3 rays 4d6
-possible 294 damage and they may be buried in rubble
is this too mean for the final boss of the final module?