5 - Borne by the Sun's Grace (GM Reference)


Tyrant's Grasp

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"Clash Of Saints" Unarmed Problem

The book specifies that the 1st, 3rd, and 4th battles are all unarmed combats.

That's gonna be a big problem for my PCs because none of them have improved unarmed strike. That means that every time they punch they will provoke an AOO. And they don't actually threaten any squares and thus can't take AOOs themselves.

Maybe that's why the opponents are so much lower level than the PCs...

How did you all handle this disadvantage for the PCs?

Allen


Shouldn't the wyrwood mages have spellbooks?


Allen Cohn wrote:

"Clash Of Saints" Unarmed Problem

The book specifies that the 1st, 3rd, and 4th battles are all unarmed combats.

That's gonna be a big problem for my PCs because none of them have improved unarmed strike. That means that every time they punch they will provoke an AOO. And they don't actually threaten any squares and thus can't take AOOs themselves.

Maybe that's why the opponents are so much lower level than the PCs...

How did you all handle this disadvantage for the PCs?

Allen

I let them be beaten up.


Allen Cohn wrote:
Shouldn't the wyrwood mages have spellbooks?

Now you mention it, probably yes. It can be handwaved away by noting they're constructs sent by Umbarno. He probably keeps their spellbook(s) at base.


I'm going to have to focus my PCs attention on Umbarno Xipali and his plans. Thus far, I've run two of the Jolizpan city encounters - the wyrwood mages at the docks and the ypotryll at the plaza.

The problem is that both of these seem like random encounters to my players. In fact, when they heard the screams for help from the docks, at first I thought they weren't even going to bother to go to the rescue. It was only when I had a random urchin beg them to save his family from the fire that they charged in.

So the next few encounters, I'm going to make it abundantly clear that they're being targeted personally, perhaps an ambush by wyrwood soldiers as they leave their lodgings. Then I'll have Miraina speculate that the absence of town militia - who all left to fight the dragon - has made the PCs into quasi authority figures who are a direct threat to Xipali and his nefarious plans.

Otherwise they're just as likely to leave town straight away to take on the dragon.


GM Cthulhu wrote:
Otherwise they're just as likely to leave town straight away to take on the dragon.

I had Miraina request that they do not go to either the Blue Gardens of Tlil or Tumbaja Mountain until they got permission from the city's leaders.


Sigh. How do the blood brambles in B6 fit in the glass containers? The containers are 5' radius...and blood brambles are size large.


I'm not entirely convinced my party are going to sacrifice themselves and their souls to stop the Whispering Tyrant, which is the entire point of the campaign and a major reason I wanted to run it! They know he's a lich so he'll survive the blast, leaving their sole achievement the destruction of the Radiant Fire, the Tyrant's super weapon.

The problem is they know the Shattered Shield was in 12 pieces and that three have been used already. They may well reason that he's only got another nine shots (they don't know about the one embedded in the Tyrant) and that that's not enough to sacrifice themselves for.

So I'm considering upping the stakes. I'm thinking they may find notes left behind by Umbarno Xipali or Istravek - possibly both - hinting at a way of using the Kumaru Tree to make more shards.


I'm just reading ahead and I have to say that the Incomplete Tzitzimitl at the entrance to the pyramid has the potential to be a TPK.

Constant Arcane Sight and True Seeing make it almost impossible for it not to see the party approach. The DC 27 Wail of the Banshee will probably take out half the party! Then there's the eye beam that does 16d6 damage and bypasses SR. Nasty.

This is going to be fun. I haven't looked forward to a fight this much since the dragon in the icy waterfall in book 4.


GM Cthulhu wrote:
They know he's a lich so he'll survive the blast

Very creative.

I'm taking a very different (and non-canon) approach: the AP shows that Radiant Fire can kill a lich/sever the link between a lich its phylactery...because it kills Arazni in Book 4.

So I'm modifying the AP so that they can kill Tar-Baphon by fooling him into detonating Radiant Fire...but they first have to figure out what Arazni did to enhance Radiant Fire properly. That's what they spend Book 5 and most of Book 6 doing.

This should raise the stakes enough to motivate them to sacrifice themselves.


GM Cthulhu wrote:
(they don't know about the one embedded in the Tyrant)

I may have misread the AP, but I thought that was common knowledge.

It should also be visually obvious to everyone because the 11 (fake) pieces are on display at the Crusader War College within Castle Overwatch in Vigil (see Book 3). (I imagine that the pieces are probably the biggest tourist attraction in the city.)


So...I'm preparing the Ximtal Sahkil/Palderren in C2 and I see that I'm not the only one to find its rules and tactics internally inconsistent. (Though perhaps I'm just missing some rules or understandings...)

(Since this monster comes from Bestiary 6...the last one to come out...I think it's likely that this monster just wasn't playtested as well as others.)

How did you other DMs handle all these oddities?

Its signature creepy ability is to turn into miasma. But...

* The AP says that the encounter starts with "A dark fog roils against the bookshelves at the south end of the central room, obscuring the bottom half of the shelves." But the miasma rules say that in this form it is 20' x 20'. To me that doesn't seem to match the description.

* Many people noted that the miasma ability says it works like gaseous form. And gaseous form says "The subject also loses supernatural abilities while in gaseous form." This contradicts the AP's listed tactic "the fog surges toward them, attempting to cover as many PCs as possible and use its isolation ability" because isolation is a supernatural ability. (And since miasma is a supernatural ability, does it lose it also while in miasma?)

* How does it "cover" any PCs at all? As far as I know creatures in gaseous form cannot occupy the same squares as other creatures.

* How does it "surge" forward? A creature in gaseous form can only fly at 10. This is a big downgrade from a ximtal's normal fly speed of 60.

* By the book the ximtal should also lose its "look of fear" gaze attack while in miasma form. But if it retains the isolation supernatural ability should it retain this one, too?

Isolation seems to be its other signature creepy ability. But its description says "a ximtal can attempt to isolate up to four creatures adjacent to it." If one rules that it also works while in miasma form, then does it also affect those caught within the miasma?

If the creature succeeds at casting imprisonment, won't that character effectively be permanently killed (within the context of this AP)?

Miasma barely seems worth it when it can cast cloudkill. (Though it should probably swap out see in darkness for something like the oracle gaze of flames revelation to see through the cloudkill.

Since it can "slip between" I think it might be better served to just hang out in the ethereal plane. Then it should appear adjacent to as many PCs as possible and activate isolate.

Thank you for your thoughts.

PS: To simulate the look of fear ability, I wrote custom messages for each PC to be delivered via telepathy (i.e., secret message). Since ximtal's want to evoke " the fear of not belonging, and on the fear of isolation," each message attempts to trigger those feelings in the particular PC.


Hmm, you're a bit ahead of me anmd I haven't prepared for the Ximtal Sahkil fight yet, but you raise valid points.

I think I'll nerf it in some ways - get rid of its Imprisonment spell as that would effectively kill a PC, as you note.

But I also think I'll enhance it in others: changing it's gaseous form speed from 10' to its usual fly speed of 60'. That way it will manage to "surge" forward.

I think I'll treat the description of miasma as "gaseous form like" because, as you say, true gaseous form would be inconsistent with its isolation ability.

But yeah, the monster as written has inherent inconsistencies and wasn't properly playtested. I'd be tempted to swap it out for something else but I do think it's still a pretty cool encounter that I will enjoy throwing at my party. It's also the sort of tough encounter they will get a big kick out of beating.


On the outside area of the ground level of the Blue Gardens there are 8 wyrwood soldiers. But only 4 are active at one time.

What's the game purpose of the other 4? They seem to take a long time to detach from their recharge stations. So they can't really get involved in any battles.

Am I missing something?


My players quite reasonably skipped almost all of the ground and upper levels of the Blue Gardens of Tlil!

This makes total sense to me since Miraina gave them a complete map of the complex.

I could tell that the author *tried* to prevent this from happening by making the doors to the Arcane Nexus very sturdy (and presumably the walls, too)...and thus trying to force them to explore until they found the missing locking mechanism.

But the PCs are 14th level so they had little trouble destroying the door. They have disintegrate and dimension door and an adamantine hammer!

It's not a problem. But it's a little sad that they skipped all the content. They didn't even meet the cook!


^^^^^^^
Yeah, I could see that happening so I put the magically locked door down to the lower levels in the floor of the arcane nexus room and made it unbreakable without the MacGuffin, er locking mechanism. I also put a second moss golem in that room because it's such a cool monster and I didn't want my party not to fight one.

My PCs have along with them a dominated guard who described what he knew of the various rooms in the Blue Gardens and they've already deduced, without a shred of evidence, that the MacGuffin must be in the hazardous materials room. Because they've played enough Paizo adventure paths to know that's where it'll be.

And they're right dammit!


And are you seriously suggesting your party didn't loot their way through the Blue Gardens even after they'd met their plot objectives?

When Maraina told my PCs they would be able to keep anything they found in the Blue Gardens, their greedy little eyes all lit up.


Yeah...I should have made the door unbreakable. But the rules were so specific about how to break it. Sigh. I did make the walls tougher, 'cause otherwise they would have skipped the door and just did a Kool-Aid Man move.

Yes, they didn't loot the ground and upper level. I thought their greed would be enough, but no. There's a first time for everything.

My group also skipped the moss golem. :-(

Getting ready to run the ximtal sahkil...


So despite my best efforts to make the door to the underlevel unbreakable, my party found a way around it. Literally. They used the Staff of Earth and Stone they dound in the shed to first cast Move Earth to dig down and then Passwall to go across to the downward shaft to area C1.

I'd have preferred they find the locking mechanism but I also believe in rewarding PC ingenuity.

That meant they then encountered the ximtal sahkil. That was a fun fight! I had it start in its natural form, rather than the miasma the module suggested, as I wanted it to get its high-level spells off at the start of the fight, which it couldn't do if in gaseous form.

The party spellcasters wasted the first few rounds casting things like greater invisibility and mirror image (totally useless against the sahkil's constant true seeing). Also, the cleric hit it with a destruction spell, not realising that it was immune to death effects.

It mazed the fighter straight away, and his intelligence meant he needed to roll a 20 to get out. It then cast two horrid wiltings in succession. I'd swapped out its imprisonment spell for an additional horrid wilting as imprisonment is effectively a save or exit the campaign spell. I have no hesitation in hitting my party with save or die spells, but that's going too far.

It smacked the rogue down to about -60hp, but the cleric was able to bring him back using Inspiring Recovery. He's got the Healer's Touch feat which maximises heal spells.

Eventually they brought it down taking considerable damage to themselves, a very satisfying fight for them.

In accordance with the rules of comedy, as the monster died the fighter rolled his 20 to escape the maze spell.


Great recap! Sounds fun. (I mazed a PC, too.)

When the PCs are heading to Tumbaja Mountain, does Miraina give them a map of the interior?

The book makes clear that she gives them a map of the Blue Gardens of Tlil. So I would think she would do the same for Tumbaja Mountain.


Allen Cohn wrote:

Great recap! Sounds fun. (I mazed a PC, too.)

When the PCs are heading to Tumbaja Mountain, does Miraina give them a map of the interior?

The book makes clear that she gives them a map of the Blue Gardens of Tlil. So I would think she would do the same for Tumbaja Mountain.

Yes, she probably should. It won't be nearly as useful as the map of the Blue Gardens though.


The encounter with Numoz Yantis in D6 of Tumbaja Mountain is funny. The book doesn't provide any reason for the PCs to release him from the room.

If they're *very* clever, they'll release him just as they want to attack Istravek to essentially gain 1 extra party member!


Also, where is the body and gear of Numoz Yantis? It *should* be in D6, but I find the description unclear on that.


The "soul magic" feature of the ravener template (Istravek) seems to make its spellcasting worse, not better. Only 22 spell points. Grumble.


I just finished the Blue Gardens section and the PCs then went back to town and got the big reveal from Miraina.

They are NOT happy about having to sacrifice their souls in order to only destroy the Whispering Tyrant's superweapon, knowing it won't also destroy the Tyrant himself. I boosted the stakes a bit in that I had them find in Umbarno's notes some correspondence between Umbarno and someone called Istravek - who the party doesn't yet know is the Tyrant's dragon - concerning research into creating more shards which can be used to trigger the Radiant Fire.

The Cleric is also a bit miffed that reversing the polarity of the obols means his healing spells automatically become maximised. He already does that with the Healer's Touch feat that he spent the first two modules gaining the prerequisite for! Oh well, I'm sure he'll cope.

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