2 - Eulogy for Roslar's Coffer (GM Reference)


Tyrant's Grasp


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This is a spoiler-filled resource thread for GMs running the Tyrant's Grasp Adventure Path, specifically for the second adventure, "Eulogy for Roslar's Coffer."


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The Mix Coautl in the Bestiary lacks ranks in two skills. In fact he gains 8 skill ranks for hit die (6 because they are outsider's hit dice plus other 2 for his Intelligence modifier). As written in the stat block it has ranks in Diplomacy, Fly, Knowledge(Geography; Nature), Perception and Sense Motive and in each skill it has 10 ranks. The stat block also include Stealth in which the Couatl does not have ranks. Someone, the author of the monster maybe, knows what are the two missing skills without ranks? Otherwise I will think in what other skills give ranks to the monster...

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I would go with either Knowledge (history) or Knowledge (local) and Stealth as the two additional skills. As for the bonus to Stealth, that was supposed to be a racial bonus of +20 to Stealth while flying along the night sky.


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So, having read through the module, I get the very distinct feeling that the "Radiant Fire" is Golarion's version of nuclear weapons, meaning that Roslar's Coffer... got nuked. There's the people who have been incinerated, the ones who are just charred impressions on walls and the obvious mutations from radiation.

Am I correct in thinking that I should be describing the town scene with vaguely post-nuclear apocalyptic terms? If not, how should I be describing it?

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Zi Mishkal wrote:

So, having read through the module, I get the very distinct feeling that the "Radiant Fire" is Golarion's version of nuclear weapons, meaning that Roslar's Coffer... got nuked. There's the people who have been incinerated, the ones who are just charred impressions on walls and the obvious mutations from radiation.

Am I correct in thinking that I should be describing the town scene with vaguely post-nuclear apocalyptic terms? If not, how should I be describing it?

That's a fine way to explain it, and what we were going for without using the phrase "magical nuclear weapons." Conversationally around here, we've been referring to the pieces of the Shattered Shield of Arnisant that the Whispering Tyrant can use to trigger the Radiant Fire as his "loose nukes."


(Will save vs incoming science ahead!)

Ron Lundeen wrote:
That's a fine way to explain it, and what we were going for without using the phrase "magical nuclear weapons." Conversationally around here, we've been referring to the pieces of the Shattered Shield of Arnisant that the Whispering Tyrant can use to trigger the Radiant Fire as his "loose nukes."

Awesome! Okay, that's great. Also because it doesn't behave like most nuclear blasts. The closest you can come to is a neutron bomb, but even a 1 kt bomb would flatten the town (note, the town map on p6 doesn't have a scale bar, but appears to be ~700 feet across the short axis). A 1 kt bomb (according to Wikipeida) is enough to flatten non-reinforced structures up to 500m (1500 feet) away. So clearly, we're not getting that kind of pressure from our blast. But it should also be noted that half the pressure would ruin the buildings as well as throw anyone outside like a rag doll, likely inflicting lethal bludgeoning damage as they hit walls, etc.

Also, when reading the entry for the Positive Energy Plane in the wiki, its the sheer life energy that is its most striking feature. Clerics use an infinitesimal amount of that energy to accelerate healing. Absorbing all that either (a) causes your body to combust (b) causes huge mutations (think instantaneous runaway cancer) (c) both. From the description we know that at least some parts of the town are heavily charred - the likeliest explanation is those parts of the town closest to ground zero. Moreover, based on the "nuclear silhouettes" left behind, PCs are going to be able to determine which direction the blast comes from - and I'll bet 99% of the time they'll try and figure that out.

So you're going to need to know where ground zero is and describe the town with respect to that. Let's say its in the town center. As you move from the outskirts to the center you'll see increasing levels of destruction from moderate damage to completely ruined to ruined + charred buildings. If you'd like, the building at ground zero could be completely leveled / disintegrated, with the silhouette of the windows on the wrecks of the adjoining buildings.

People will die all throughout the town (unless protected by lead, thick stone, etc...). On the outside, any corpses not reanimated will be horribly mutated with tumors, vestigial limbs, deformed body parts, flesh eaten away, etc.. Individuals caught outside might have pieces of buildings embedded in them. The trauma of rending the soul from the body would be such that they might rise of their own accord as mindless undead (and this is also what creates the loci). Similar things would happen to the plants and animals, again, worse as you approach ground zero.

So, in my game I'm going to have my party all in the same room in the inn sleeping when it happens. Having the PCs in a common room in an inn is, i think, a great idea. It doesn't have to be for long, just the one round necessary for the boom. That building is going to be nothing but dust, but the PCs corpses and gear will be intact, adding to the confusion on Quietus' part.

I imagine that subsequent blasts will be larger in scale and devastation as the WT refines his control.

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