Rise of the Runelords Anniversary Edition Errata


Rise of the Runelords

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Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I think his "immortal" ability is less of ability and more of sum up of what immunities he gets from his equipment.

Silver Crusade

I can't explain his HP, but I can tell you where the +4 shield comes from. He has quickened shield as a prepared spell. I think it's assuming he'll cast it ASAP.


Well, no wonder I'm confused. I didn't look for shield in the 5th level list. It certainly is a good idea for him to get the shield up but it's not mentioned anywhere in his tactics.

Not sure it's appropriate for his main write-up to list a bonus from a spell not mentioned at all in his before combat or during combat tactics. (However much of a good idea it is.)

Nonetheless, thanks for helping me figure it out.

Now if someone could only explain his HP...

Grand Lodge

The HP as you calculated it is correct as far as I can tell. I'll make the correction to the errata document, as well as include the fact that he'll probably want to include his quickened shield as part of his line-up of spells he casts during one of his quickened time stops. Thanks!


Latrecis wrote:

Okay, I'm confused or unable to figure it out. I've done some searching and my Search-Fu must be weak. I'm looking over Karzoug and a few things don't add up:

1. I can't explain his hit points. And neither can I explain the hit points in the Errata document. AE has 382, and Errata has 362. I have: 72 (20d6 with full at 1st level), 180 for Con (+9x20), 20 for Favored Class bonus, 20 for Toughness, 60 for Ioun Stones (12x5) for 352. If you add 15 for False Life (in combat tactics) you get 367. Can someone tell me what's what?

2. His AE stats list a +4 Shield bonus to his AC but I can't see where that comes from. Intriguingly, the Hero Lab build for him omits it (but has his HP at 382 :)

3. Less errata, but why does he wear the Talons of Leng? His "Immortal" ability "grants Karzoug complete immunity to disease and to all forms of madness (including confusion effects and feeblemind)." So the Talons give him a melee attack with a small chance of inflicting mental distress (on a critical) and a -1 to Will saves. Because you never know when a 20th level wizard won't have anything better to do than make 2 melee attacks with 1d4 base damage. Really?

1. Retraining rules, they're not just for PCs. He trained up some additional hp ... although since his hp are off by exactly his number of HD, he was ruled to have slightly better than statistical average hp/HD the same way PFS characters do (20 hp better). He might also have Toughness tucked in somewhere. ;)

3. He looted them fair and square and he needs a non-reach weapon to back up his reach weapon. :P

Grand Lodge

Pg. 130 - Part 3.1 introduction

The third paragraph on this page details distance and travel times for going from Magnimar to Turtleback Ferry. It says it takes a week on horseback, but according to the inside back cover of Player Companion: Varisia, Birthplace of Legends, it should actually take 11 days and some change. The mention of the river barge only taking a week should be kept. River barges are probably most like a keelboat from Ultimate Combat, which have a speed of 60 feet when going with the current. They can also continue to travel at night whereas a horse would need to rest after 8 hours of travel, which can account for the faster ETA.

Also in this paragraph, third sentence, change "60 feet" to "50 feet". Horses only have a speed of 50 feet.

Added to Errata Document.

Dark Archive

Strife2002 wrote:

Pg. 130 - Part 3.1 introduction

The third paragraph on this page details distance and travel times for going from Magnimar to Turtleback Ferry. It says it takes a week on horseback, but according to the inside back cover of Player Companion: Varisia, Birthplace of Legends, it should actually take 11 days and some change. The mention of the river barge only taking a week should be kept. River barges are probably most like a keelboat from Ultimate Combat, which have a speed of 60 feet when going with the current. They can also continue to travel at night whereas a horse would need to rest after 8 hours of travel, which can account for the faster ETA.

Also in this paragraph, third sentence, change "60 feet" to "50 feet". Horses only have a speed of 50 feet.

Added to Errata Document.

Actually, I remember reading in Shattered Star: The Asylum Stone that the river barges are pulled upstream by donkey trains. The author made a point of this to compare it against the faster, magical boat the PCs are given access to travelling to Kaer Maga.

Now not saying there couldn't be paddle boats on the River, but it seemed to me the donkey train pulled barges is the common mode of transportation up river. Can't imagine the donkeys going faster than horses with a heavy load upstream.

:)


Most High Ceoptra: her spirit shield should provide a +8 armor bonus not +6 as listed. Spirit shield starts at a +4 ac bonus, rising by +2 at 7th level and each 4 levels thereafter. So for Ceoptra, again at 11th level. That bumps her AC to 39.

Grand Lodge

Latrecis wrote:

Most High Ceoptra: her spirit shield should provide a +8 armor bonus not +6 as listed. Spirit shield starts at a +4 ac bonus, rising by +2 at 7th level and each 4 levels thereafter. So for Ceoptra, again at 11th level. That bumps her AC to 39.

Nice catch. Added to my master doc.


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Strife2002 wrote:

Pg. 125 - Story Award for completing Chapter 2

In the Story Award paragraph, right before the section titled "Concluding the Chapter", delete "recover the list of 'Sihedron Sacrifices' and". This list being referred to is actually the list of those residents of Turtleback Ferry tattooed with the Sihedron in the next chapter, and is carried by Lucrecia, not Xanesha. Mentioning it here looks to be a mistake.

Shouldn't the list of "Sihedron Sacrifices" be part of Ironbriar's encoded journal/ledger? It makes sense that he'd have a list of potential greedy targets supplied by Xanesha, or ferreted out by himself or his minions, and a lot of the names would be crossed off at this point, I'd imagine.

Silver Crusade

LoudKid wrote:
Strife2002 wrote:

Pg. 125 - Story Award for completing Chapter 2

In the Story Award paragraph, right before the section titled "Concluding the Chapter", delete "recover the list of 'Sihedron Sacrifices' and". This list being referred to is actually the list of those residents of Turtleback Ferry tattooed with the Sihedron in the next chapter, and is carried by Lucrecia, not Xanesha. Mentioning it here looks to be a mistake.

Shouldn't the list of "Sihedron Sacrifices" be part of Ironbriar's encoded journal/ledger? It makes sense that he'd have a list of potential greedy targets supplied by Xanesha, or ferreted out by himself or his minions, and a lot of the names would be crossed off at this point, I'd imagine.

Agreed. Xanesha had her own list of targets in Magnimar.


Shouldn't Hucker Graul's speed be 40? Base of 30 plus 10 for barbarian fast movement?


powerdemon wrote:
Shouldn't Hucker Graul's speed be 40? Base of 30 plus 10 for barbarian fast movement?

It is reduced back to 30 because of the medium armor he's wearing.


Adjoint wrote:
powerdemon wrote:
Shouldn't Hucker Graul's speed be 40? Base of 30 plus 10 for barbarian fast movement?
It is reduced back to 30 because of the medium armor he's wearing.

Gotcha. Thanks!

Grand Lodge

Fromper wrote:
LoudKid wrote:
Strife2002 wrote:

Pg. 125 - Story Award for completing Chapter 2

In the Story Award paragraph, right before the section titled "Concluding the Chapter", delete "recover the list of 'Sihedron Sacrifices' and". This list being referred to is actually the list of those residents of Turtleback Ferry tattooed with the Sihedron in the next chapter, and is carried by Lucrecia, not Xanesha. Mentioning it here looks to be a mistake.

Shouldn't the list of "Sihedron Sacrifices" be part of Ironbriar's encoded journal/ledger? It makes sense that he'd have a list of potential greedy targets supplied by Xanesha, or ferreted out by himself or his minions, and a lot of the names would be crossed off at this point, I'd imagine.
Agreed. Xanesha had her own list of targets in Magnimar.

I'll concede that if that wasn't the intended list this was referring to, it should be. What caught my eye was specifically calling it a list of "Sihedron sacrifices" whereas Ironbriar's ledger lacks a description other than it has a bunch of evidence in it. Meanwhile on page 159 and again on page 160, Lucrecia's gear has in it a "scroll of Sihedron sacrifices".

I'll alter my document. Thanks!


LoudKid wrote:
Strife2002 wrote:

Pg. 125 - Story Award for completing Chapter 2

In the Story Award paragraph, right before the section titled "Concluding the Chapter", delete "recover the list of 'Sihedron Sacrifices' and". This list being referred to is actually the list of those residents of Turtleback Ferry tattooed with the Sihedron in the next chapter, and is carried by Lucrecia, not Xanesha. Mentioning it here looks to be a mistake.

Shouldn't the list of "Sihedron Sacrifices" be part of Ironbriar's encoded journal/ledger? It makes sense that he'd have a list of potential greedy targets supplied by Xanesha, or ferreted out by himself or his minions, and a lot of the names would be crossed off at this point, I'd imagine.

The trouble with this is that the players will then expect to be given the list of names - and it doesn't exist in the source material!

Grand Lodge

Pg. 418 - Covetous aura spell

Not really a confirmed error since this book was published 1 year after the Inner Sea World Guide, but this spell appeared in that book as well. In it, it was a bard spell instead of a witch spell. RotR:AE updated the spell's mechanics and added it as a witch 5 spell, but it's uncertain if its omission as a bard/skald 5 spell was intentional or not.

Grand Lodge

Pg. 418 - Raiment of command spell

Change the saving throw entry from "Will" to "None". Looks like something was being deleted but the word "Will" was left behind. Personal spells with a target of "you" 99% of the time have "none" listed for their saving throw line.

Grand Lodge

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Pg. 419 - Sign of wrath spell

This one's so subtle and small I won't even bother mentioning it in my master document. In the school information for this spell, take "force" out of parenthesis and replace them with brackets. Force is the descriptor, not a subschool.

Grand Lodge

Pg. 421 - Fog-cutting lenses

Mentioning this because this typo might confuse this item as a head-slot item.

In Pathfinder, there is no face slot. Change the slot to "eyes". This same mistake was made in its reprinting in Monster Codex.

Grand Lodge

Pg. 421 - Ioun stones, Thassilonian

These ioun stones are labeled as minor artifacts, but this completely contradicts Pathfinder Chronicles: Seekers of Secrets. In that book (which this description even references!) the four ioun stones presented here are just regular wondrous items with full stats for buying, selling, and crafting.

However, Seekers of Secrets was published in October of 2009, 2 months after the 1st printing of the Core Rulebook was published (and therefore was probably being worked on simultaneously). It's possible that this book was meant to update them into being minor artifacts since it was published so much later.

Grand Lodge

Pg. 427 - Stalker's mask

In addition to Ultimate Equipment's update to this item's attack bonus it grants that I mentioned earlier in the thread, it made another update that I missed.

In the third sentence, change "adopt that creature's appearance" to "adopt that creature's appearance for 1 hour".

Grand Lodge

Pg. 427 - Staff of hungry shadows

This staff got a pretty significant update in Ultimate Equipment. Take note that my recent post here on the UE errata thread applies to one of my corrections below.

* Change the price to "69,300 GP".
* Change the CL to "11th".
* Change the last bulleted point to read as follows:
"Call devourer (as planar binding but calls 1 devourer, 3 charges)"
* Change the cost to "34,650 GP".
* In the construction requirements, delete "summon monster VIII" and replace it with "planar binding".


Hello I am running Rotrl for the first time and I am new to the game master roll. My group just got to thistletop and they have alerted the goblins. they are currently at c10 on page 45 of the book I was wondering sense Ripnugget has locked himself in the throne room c19 and if my group gos into the lower dungeons of thistletop will Ripnugget hunt them down? Or stay in his throne room.

I was thinking about it would be cool if I made him hunt the group down and attacked them in the middle of the battle with Nualia sense Ripnugget has a new obsession with her.

Thankful for your time


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Crazymrtp wrote:

Hello I am running Rotrl for the first time and I am new to the game master roll. My group just got to thistletop and they have alerted the goblins. they are currently at c10 on page 45 of the book I was wondering sense Ripnugget has locked himself in the throne room c19 and if my group gos into the lower dungeons of thistletop will Ripnugget hunt them down? Or stay in his throne room.

I was thinking about it would be cool if I made him hunt the group down and attacked them in the middle of the battle with Nualia sense Ripnugget has a new obsession with her.

Thankful for your time

That's a question for a different thread, for example Burnt Offerings Clarifications (GM Reference). Ask there or create a separate thread if you want more people to answer.

But in my opinion, yes, if Ripnugget notices that he failed in keeping the PCs away from the lower levels, he may decide to go after them just to avoid the punishment for his failure.

Grand Lodge

Strife2002 wrote:

Pg. 427 - Staff of hungry shadows

This staff got a pretty significant update in Ultimate Equipment. Take note that my recent post here on the UE errata thread applies to one of my corrections below.

* Change the price to "69,300 GP".
* Change the CL to "11th".
* Change the last bulleted point to read as follows:
"Call devourer (as planar binding but calls 1 devourer, 3 charges)"
* Change the cost to "34,650 GP".
* In the construction requirements, delete "summon monster VIII" and replace it with "planar binding".

One more thing regarding this staff.

Changing the final ability to function as planar binding has an added issue. Devourers are 14 HD creatures, and planar binding calls an outsider of no more than 12 HD.

Obviously this can just be ignored and written off that normally outsiders are called and this spell calls an undead creature, which technically has more weaknesses than outsiders do, so it balances out. Otherwise one would need to change this again to say it functions like greater planar binding, which would change the CL back to 15th, and put the price and cost back to what's printed (but not what's printed in UE).

Additionally, the original change I posted to this staff may alter Azaven's tactics a bit on page 264, or at least note that they begin at least 10 minutes prior to an encounter with him to account for the casting time. His Before Combat text says he uses his staff to call forth a specific named devourer (further evidence this was supposed to be a calling spell instead of a summoning spell). The mechanics of calling and binding this extraplanar undead can be hand waived since the PCs shouldn't be witnessing this happening.


What exactly is the "open mind" weakness/ability that the Scarecrow has? Does it gain (or lose) anything else due to being awakened?


Also, what does the "berserk (5% chance)" entry in the Scarecrow's Special Attacks mean?


Berserk:

When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

So, the Scarecrow just always has a 5% chance.

Open Mind:
Unlike standard flesh golems, the Scarecrow is self-aware and possesses a personality, and it does not have a chance of going berserk. It is not immune to mind-affecting attacks, and in fact takes a –2 penalty on saving throws against mind-affecting effects.

This bit is from classic horrors revisited, but contradicts the above flat 5% chance of going berserk. And note, as a golem, he's still immune to magical mind-affecting effects.


Thanks, kadance. I can't reconcile the "5% chance" with the standard flesh golem's beserk ability. Is it a flat 5% chance? Or does it start at 5% and go up by 1% each round? Or something else? I wondered if there was some explanation for this in Classic Horrors Revisited (which I don't own), or if it's just an error.

Is that the text for "open mind" from Classic Horrors Revisited? It seems very close to the "open mind" ability granted by the "lifespark construct" template from the Advanced Bestiary, which was used to build the Scarecrow in the original version of The Skinsaw Murders. As you note, it appears to directly contradict the 5% chance of going berserk.


I would suggest ignoring the berserk chance. May not be RAW (which is a dicey proposition in an Errata thread) but it seems a good idea. Three reasons:

1) It's already gone berserk. See AE p. 121: "...a flesh golem who, through an accident of magic, gained sentience many decades ago when its elemental spirit went berserk."

2) It's been around for decades. If it had a 5% (or even 1%) of going berserk in a stressful situation, it would have gone berserk a long time ago. Since the creator (Vorel) is long gone, there would be no way for it to be reset (and I think that IS RAW.)

3) What's the practical consequences of it going berserk? Most likely to happen while fighting the pc's - and what would happen then? It would keep trying to kill the pc's. The only issue at that point would be that the pc's (pending their moral compass, of course) would be reluctant to retreat and leave a rampaging flesh golem wandering the streets of Magnimar. Of course, the pc's are already confronted with that awfulness - the unberserk Scarecrow is a CE construct happily serving a lamia matriarch that's using a cult of serial killers to perform human sacrifice on the richest people in town. Somebody should probably do something about that.


I agree with Latrecis and would add:

4) The 'Open Mind' rule says it does not go berserk.

Kinda like having a Red Dragon that has gained Cold Immunity. It still has Cold Vulnerability, but he gets to ignore it.


Okay, thanks for your help. I just wish I had the relevant bit of text from Classic Horrors Revisted to refer to...

Grand Lodge

Here you go:

Classic Horrors Revisited wrote:

Spark of Consciousness

Through some unknown process, rare berserk golems have been known to spontaneously generate consciousness and intelligence, breaking free of their masters’ control and setting them far above their mindless counterparts. This can only occur if the golem has ever gone berserk. The golem becomes an intelligent, sentient creature. Roll 3d6 for its new Intelligence and Charisma scores. The awakened golem immediately gains skill points equal to 2 + Int modifier (minimum 1) per Hit Die, as well as feats based on its Hit Dice. A golem has no class skills. The golem also gains the ability to speak the language of its creator and chooses any bonus languages from among those its creator speaks. While the golem retains its immunity to magic and most other construct traits, it loses its immunity to mind-affecting effects.

An awakened golem can advance like any other creature, even taking levels in character classes. An awakened golem has no favored classes. Though intelligent, an awakened golem may still be controlled by its creator, but it can attempt to break free of its master’s control with an opposed Charisma check.

An intelligent golem also has a higher chance of going berserk. An awakened golem has a cumulative 5% chance each round to go berserk during combat. The golem’s creator, if within 60 feet, can try to regain control of the awakened golem, which requires a successful Intimidate check, but the golem gets a Will save (DC equal to creator’s Intimidate result) to resist. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

The first paragraph's last sentence and the third paragraph are the key parts here.


Fantastic, Strife2002 - thanks! Just in time for my game!


Having read through the "Spark of Conciousness" text, it seems that rather than granting abilities, it modifies existing abilities - hence the "5% chance" note added to the berserk ability (though I'd recommend changing this to "5% cumulative chance" to make it clearer). Therefore, I'd suggest that the Scarecrow shouldn't have "open mind" added as a weakness to its stat block (which refers to an ability from a different source, anyway); instead, I'd change the last line in the Defense section to "DR 5/adamantine; Immune construct traits, magic (no immunity to mind-affecting effects)".

Grand Lodge

Pg. 136 - Pit trap (cont.)

The pit trap here mentions the fall a PC would take at the beginning of the trap's effects, but forgets to list the damage.

Change "fall (10 feet deep, Reflex DC 20 avoids)" to "10-ft. fall (1d6 falling damage, Reflex DC 20 avoids)".

Added to errata document.


Callum wrote:
I'd suggest that the Scarecrow shouldn't have "open mind" added as a weakness to its stat block (which refers to an ability from a different source, anyway); instead, I'd change the last line in the Defense section to "DR 5/adamantine; Immune construct traits, magic (no immunity to mind-affecting effects)".

Just to be clear what I meant by this - the Scarecrow's stat block lists its sources as "Pathfinder RPG Bestiary 160, Classic Horrors Revisited 12". The "open mind" ability doesn't appear in either of those sources; it comes from Green Ronin's "Advanced Bestiary" (which was used to build the original version of the Scarecrow, way back in AP #2, before the Pathfinder RPG even existed). And just adding "open mind" to the stat block doesn't explain what's different about this golem.


Classic Horrors Revisited does explain the Open Mind quality on p. 15 (in the Special Qualities section for the Beast of Lepidstadt).

There is also a reference to the effects of Open Mind under the Spark of Consciousness section on p. 12, but the term Open Mind is not mentioned.


Bellona wrote:

Classic Horrors Revisited does explain the Open Mind quality on p. 15 (in the Special Qualities section for the Beast of Lepidstadt).

There is also a reference to the effects of Open Mind under the Spark of Consciousness section on p. 12, but the term Open Mind is not mentioned.

Thanks, Bellona, that's good to know. However, it's not on the page referenced by the the Scaecrow's stat block, so I don't think that adding it to the stat block can really be considered a correction - especially as it isn't really much more helpful than not having anything there.


My point was that Open Mind does indeed appear in Classic Horrors Revisited (unlike what was stated in post 588 in this thread). On p. 15: "Open Mind (Ex): Unlike other constructs, the Beast is susceptible to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)."

Of course, if that and the actual reference to awakened golems on p. 12 are understood to mean that awakening overrides a golem's immunity to magic of that type, then that also means that the last section of the first column of RotR AE p. 121 is also incorrect. Xanesha could have easily charmed the awakened golem (and most likely did so).


Page 220, Seleval and Zaelsar stat block -

Do monsters with class levels lose racial skill modifiers? If not, these Lamias' +4 racial bonus to Bluff means they would only need to spend 13 ranks to get a total Bluff score of 20, which would leave them with 4 unspent ranks.

Skill Calc below:

With INT 11 they get 9 levels of Monstrous Humanoid at 4 per HD; then 8 levels of Cleric at 2 per level = 52 skill ranks

Bluff 20 = 13 ranks +3 CHA +4 Racial
Kn (rel) 12 = 9 ranks +3 class skill (cleric)
Linguistics 4 = 1 rank +3 class skill (cleric)
Perception 27 = 17 ranks +7 WIS +3 class skill (monstr. hum.)
Spellcraft 11 = 8 ranks +3 class skill

Total = 48


They should also have a +4 racial bonus to Stealth, but since (a) they have no ranks in Stealth and (b) their -4 Size modifier would negate it, I don't see that it's necessary to add Stealth to the stat block.

As to what to do with the extra 4 ranks, I guess that's up to the GM. Since they have a Dispel Magic prepared, I would put all 4 into Spellcraft so that they can ID PC spells, but your mileage may vary.

Thanks!

Grand Lodge

BushidoWarriorWookiee wrote:

Page 220, Seleval and Zaelsar stat block -

Do monsters with class levels lose racial skill modifiers? If not, these Lamias' +4 racial bonus to Bluff means they would only need to spend 13 ranks to get a total Bluff score of 20, which would leave them with 4 unspent ranks.

** spoiler omitted **
They should also have a +4 racial bonus to Stealth, but since (a) they have no ranks in Stealth and (b) their -4 Size modifier would negate it, I don't see that it's necessary to add Stealth to the stat block.

As to what to do with the extra 4 ranks, I guess that's up to the GM. Since they have a Dispel Magic prepared, I would put all 4 into Spellcraft so that they can ID PC spells, but your mileage may vary.

Thanks!

It seems to me they just forgot to add in the racial modifiers, and the Bluff stat was intended to be maxed out (the reason Stealth doesn't show up is because the Large penalty is negated by the 18 Dex, so the forgotten racial bonus would actually grant a +4 bonus total). I'm going to add the adjustment to the compiled errata in that way for simplicity's sake.

Grand Lodge

Pg. 397 - Razmus

Hill giants normally can only speak Giant, so either delete "Common" from Razmus's languages or move a point from one of his skills to Linguistics (creating a Linguistics bonus of +1).

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Strife2002 wrote:
Fromper wrote:
LoudKid wrote:
Strife2002 wrote:

Pg. 125 - Story Award for completing Chapter 2

In the Story Award paragraph, right before the section titled "Concluding the Chapter", delete "recover the list of 'Sihedron Sacrifices' and". This list being referred to is actually the list of those residents of Turtleback Ferry tattooed with the Sihedron in the next chapter, and is carried by Lucrecia, not Xanesha. Mentioning it here looks to be a mistake.

Shouldn't the list of "Sihedron Sacrifices" be part of Ironbriar's encoded journal/ledger? It makes sense that he'd have a list of potential greedy targets supplied by Xanesha, or ferreted out by himself or his minions, and a lot of the names would be crossed off at this point, I'd imagine.
Agreed. Xanesha had her own list of targets in Magnimar.

I'll concede that if that wasn't the intended list this was referring to, it should be. What caught my eye was specifically calling it a list of "Sihedron sacrifices" whereas Ironbriar's ledger lacks a description other than it has a bunch of evidence in it. Meanwhile on page 159 and again on page 160, Lucrecia's gear has in it a "scroll of Sihedron sacrifices".

I'll alter my document. Thanks!

Xanesha actually had her own list, hidden in her "nest" in the original adventure path, the paragraph was changed to add the chests and Lucrecia's letter. I don't know if we should put the text back or remove the mention in the XP awards... It's the only way the player can know the Mayor was supposed to be targeted, and it's a big reason why he's probably ok with giving 6k gp per player.

The text in the original book:

RotR AP - The Skinsaw Murders p54-55 wrote:

Treasure: An interesting object hidden in her nest can be found with a DC 10 Search check. This object is a long scroll bearing an extensive list of names and professions, many of which have been crossed out. The list bears the heading “Sihedron Sacrifices.” Some of these names are of folks from Sandpoint, but the majority are people who live in Magnimar—all of them merchants, moneylenders, gamblers, adventurers, and thieves—greedy souls hand-selected by Xanesha. Crossed-out names indicate murder victims. If any of the PCs are particularly greedy, their names appear on the list as well.

The most prominent name on the list, though, is that of Lord-Mayor Haldmeer Grobaras. In addition, it would seem that Xanesha has been taking extensive notes on the lordmayor’s habits—when he takes his meals, who he visits, his favorite taverns, and even the hours he sleeps. It shouldn’t take much effort to determine that Xanesha was planning to assassinate the ruler of Magnimar. Nowhere in these documents does Xanesha give any indication why she was organizing the murders of so many souls—the PCs might piece together her pattern, but for now, the motive remains a disturbing mystery of its own.

For my game I'll be adding this at the end of the "Treasure" section:

"A Perception check above DC 10 also reveal a list of victims for the Sihedron rituals hidden in her nest. The most prominent name on the list is that of Lord-Mayor Haldmeer Grobaras."
(I could easily put the DC at 20 with my players, but eh) :P


Fantastic catch, Elfteiroh!

Grand Lodge

Elfteiroh wrote:
Strife2002 wrote:
Fromper wrote:
LoudKid wrote:
Strife2002 wrote:

Pg. 125 - Story Award for completing Chapter 2

In the Story Award paragraph, right before the section titled "Concluding the Chapter", delete "recover the list of 'Sihedron Sacrifices' and". This list being referred to is actually the list of those residents of Turtleback Ferry tattooed with the Sihedron in the next chapter, and is carried by Lucrecia, not Xanesha. Mentioning it here looks to be a mistake.

Shouldn't the list of "Sihedron Sacrifices" be part of Ironbriar's encoded journal/ledger? It makes sense that he'd have a list of potential greedy targets supplied by Xanesha, or ferreted out by himself or his minions, and a lot of the names would be crossed off at this point, I'd imagine.
Agreed. Xanesha had her own list of targets in Magnimar.

I'll concede that if that wasn't the intended list this was referring to, it should be. What caught my eye was specifically calling it a list of "Sihedron sacrifices" whereas Ironbriar's ledger lacks a description other than it has a bunch of evidence in it. Meanwhile on page 159 and again on page 160, Lucrecia's gear has in it a "scroll of Sihedron sacrifices".

I'll alter my document. Thanks!

Xanesha actually had her own list, hidden in her "nest" in the original adventure path, the paragraph was changed to add the chests and Lucrecia's letter. I don't know if we should put the text back or remove the mention in the XP awards... It's the only way the player can know the Mayor was supposed to be targeted, and it's a big reason why he's probably ok with giving 6k gp per player.

The text in the original book:

RotR AP - The Skinsaw Murders p54-55 wrote:
Treasure: An interesting object hidden in her nest can be found with a DC 10 Search check. This object is a long scroll bearing an extensive list of names and professions, many of which have been crossed out. The list bears the heading “Sihedron Sacrifices.” Some of
...

Thank you for that! I think for the sake of simplicity, I'll adjust the errata document to say that for the story award, change "recover the list of 'Sihedron Sacrifices'" to "recover Lucrecia's letter to Xanesha", since that letter actually mentions the Lord-Mayor, and therefore provides the incentive for him to reward the PCs so generously later.

Grand Lodge

Pg. 43 - Tangletooth

In Tangletooth's stat block, at the end of the statistics section, add the following line:

"SQ sprint"

Grand Lodge

Pg. 132 - Kibb

Earlier in this thread, it was mentioned that Kibb's HD was too high since as an animal companion, his HD are based off whatever his companion's stats are. While this is still true, the ability score changes we mentioned weren't correct, since we forgot to account for the bonus ability point he gained when he reached 4 HD. Rather than have you go in and correct the corrections, below are ALL of Kibb's changes that should be made from what's printed:

* In Kibb's header, change HP from "39" to "32".
* Change the entire Defense section to read as follows:
"AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
hp 32 (5d8+10)
Fort +6, Ref +11, Will +2
Defensive Abilities evasion"
* In the Melee line, change the attack bonus for both the bite and claws from "+8" to "+7".
* Change the Dex score from "21" to "20".
* Change the Base Attack and CMB/CMD line to read as follows:
"Base Atk +3; CMB +7; CMD 23 (27 vs. trip)"
* Choose 1 skill to remove a rank from.

Grand Lodge

Pg. 140 - A15: The Graul Fortune

In the 4th sentence, change "+1 shocking longbow" to "+1 shocking composite longbow". Jakardros's stat block on page 142 confirms it's a composite longbow.

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