Kelseus |
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I am putting together an update and conversion of the Second Darkness AP to Pathfinder Second Edition. The Intent is to maintain the CR value of each encounter. Jumping up two editions however can make that more difficult. I am assuming that the Adventure Path expects the PCs to be no better than the pregenerated characters at the back of the book (a safe bet I think). This will help to set a better expectation as to what is written as a hard versus an easy or moderate check DC, particularly for skills, since it puts a max for any ability modifier at +3 at level 1, and only when that race has a bonus in it.
Converting the NPCs are a bit more complicated, as NPCs are monsters in P2, that being said with some few exceptions the CR should just be a straight conversion to level, meaning a CR 3 Wizard NPC in 3.5 is a Level 3 monster in P2. This helps to smooth out “NPC” class levels as well. A level 3 expert in 3.5 was a CR 2 creature. In P2, it will just be a level 2 creature.This is actually easier going from 3.5 to P2 than P1 to P2, as in P1 NPCs are CR=lvl-1 as opposed to CR=level in 3.5. This means you don’t have to worry about your NPC having access to spells that are too high for their level or needing to adjust the experience for the whole adventure. Particularly since in book 1, almost every encounter is NPCs until you hit part 4, i.e. the end game.
Comments and questions are welcome. I have the first book all done, and I've started my notes on book 2 and 3.
Kelseus |
I have posted my conversion of the campaign traits into P2 backgrounds. You can find them here
Second Darkness Traits to Pathfinder 2nd Edition Backgrounds
Kelseus |
Shadow in the Sky
Thieves and Thugs
The Riddleport Thief and Thug are CR 1 and ½ respectively. I initially wanted to drop them to a level 0 and -1 monsters but the AP as written already has a dearth of experience. So Level 1 for Thieves and 0 for the Thugs. At level 1, you can have an encounter with 4 Thugs at a severe difficulty or 2 Thieves at moderate.
Thief- Use the Prisoner gmg 215, with the standard weapons below. You can also stick with the shank for a random encounter or one of the guys in St Casperians.
Melee<> rapier +7, 1d6+1 P deadly d8 disarm finesse OR <> dagger +6, 1d4+2 P agile finesse thrown 10 ft. versatile S
Ranged <> shortbow +7, 1d6 P deadly d10 OR <> crossbow +7, 1d8 P reload 1
Thug- Start with the Torchbearer gmg 216, dump Torch Combatant. Adjust as below:
Melee <> shortsword +5 1d6+2 P agile finesse versatile S OR <> sap 1d6+2 B agile nonlethal
Gang Up A thug works best in groups. If they strike a target who is adjacent to at least one of the thug’s allies they get a +1 bonus to hit and damage. If no ally is adjacent to their target, they take a -1 to hit and damage.
You can also substitute 2 level 0 thugs for 3 level -1 thugs, using any of the downtrodden (gmg 214), adjusting equipment as needed.
Kelseus |
Part One: Cheat the Devil and Take His Gold
If you look to the map on Pg 11, there are two locations marked as 20. The one to the bottom left, next to tag #9, that one should be #10. That is the Gold Goblin Gambling Hall (GG)
The Shadow in the Sky
Knowledge Checks: The type of check is easily converted, Gather Information becomes Diplomacy, Knowledge Arcana becomes Arcana or Occult and Kn Nature is Nature. Knowledge Local is Society. The search checks become Perception, but instead of having the DC 18 information available, I would instead incorporate that info into the high check for Nature.
In 3.5 a level 1 PC with a class skill and full ranks in that skill will have 4 ranks, with a max +3 ability modifier (see above). So a max bonus of +7, with a more reasonable expectation of a +5. With a low DC of 10-12, this is an easy check. For the high DC of 18, you have a 50% success rate for a specialist. The Aracan and Nature checks have a slightly higher max DC of 20 and 21, meaning even a full ranks, max 18 Int PC still has to roll a 12 or 13. To succeed, with a more likely +5 as stated above, it’s a 15+ roll, so only a 1 in 4 chance. With all this in mind, I feel comfortable modifying these to the standard “untrained, trained, expert” DCs from CRB pg 234.
Each DC is now 10/15/20. Award 10 xp if they hit high DC on each of the checks. Max 30 xp total.
Wild Times at the Gold Goblin
Check to ID the Imp is Religion DC 15.
Due to the changes in detect magic, there is no need for the abjuration aura on the cage of Old Scratch, and the guards aren’t going to let you spend the minute casting time for read aura.
I am using the Second Darkness Campaign Traits (modified to backgrounds) so the 1 gp cost to get in the door is not coming out of their starting gold so the price is inconsequential. If you’re not using them the 1gp entrance fee is a bit steep, so drop it to 1sp.
DC 10 Religion/Occult check to know the entry signature is not a real soulbinding contract, I dropped this to easy untrained to avoid having a PC left outside.
Leave the “chips” the same, as they have no real value.
Cheat the Devil...Quick Gambling Results: Charisma check. Leave the numbers the same, again they have no meaning.
The Gold Goblin Job
Here is where we run into our first major difference in the editions. The spell pyrotechnics does not exist in P2. Shrink item also has a 1 minute casting time. Since these spells are being cast by an NPC, and they are cast from scrolls (single use items) that the PCs are not expected to get their hands on, it’s easiest to just hand waive both. There is a focus spell for the sun domain (dazzling flash) that has a similar effect as pyrotechnics, use the 3rd level version of this. It doesn’t matter that this is a cleric focus spell since again it is an NPC. Use Angvar’s spell DC (18). As for shrink item, again just have Angvar have a single use magic coin that requires an interact action to cast shrink item on the chest it is put in. If the PCs stop him before he can use it, it’s fine. A single use item like that shouldn’t be too unbalancing.
As written the PCs are allowed successive Spot and Sense Motive checks to notice the heist. These are all Perception checks in P2. It doesn’t quite make sense to make a perception check, and then another perception check. So I suggest collapsing it all into a single check; how much information you get is dependent on your result. At the signal, Thuvalia drops her chips, which draws the attention of the PCs. A Perception check of DC 15 (trained DC at level 1) to notice the Thugs are tense and have their eyes closed. A 20 allows the PC to notice Angvar sticking his head out of the lavatory. There is no time to shout a warning to others, but for any PC who sees Angvar, give them a reflex save to shut their eyes to avoid the will save to not be blinded. I would put DC at 15, again trained DC at level 1, and a better chance than against Angvar’s spell DC. Open/close doesn’t exist anymore, but that’s ok, because Imps can’t cast suggestion, so Old Scratch doesn’t have anything to do in this encounter. Hold portal is now just lock, but otherwise works fine.
The fight itself has a Level 2 wizard, 1 bard, 4 thieves (lvl 1).
Party of 4, plus 6 thugs pumps you up to a party of 10. This gives you an experience budget of 300 for a severe encounter. Lvl +1, and 5 at lvl creatures is 260 exp. Just about right, and considering the level 0 thugs aren’t really worth a full PC each this shortfall is fine. Severe 1.
Angvar: Use Dhampir Wizard stat block. Take out negative healing and blood of the night; prepared spells are 1st color spray, lock, magic missile (x2); Cantrips (1st) chill touch, daze, message, ray of frost, shield
Thuvalia: Goblin Warchanter works fine, I don’t even think you have modify it at all, just “reskin.” It works as is.
120 xp + 30 if they stop Angvar and retrieve the chest.
Kelseus |
Saul’s Story
Society DC 15 or Diplomacy (gather info) DC 20 to know Saul’s history.
No need to worry about detect alignment as 1) it’s uncommon, so your level 1 PCs shouldn’t have it and 2) it doesn’t have any effect on a creature below level 6, and Saul is only level 4.
As a level 4 Creature, Saul has a high Deception at +12, meaning the perception DC for his bluffs are at 22, not an easy task. A rogue or fighter with a 14 wisdom would need a 15 or better to detect his lies at first level.
[UNIQUE][CE][MEDIUM][HUMAN][HUMANOID]
Perception +11
Languages Common, Thieves’ Cant
Skills Deception +12, Diplomacy +12, Society +7, Stealth +8, Thievery +12, Gambling Lore +8, Underworld Lore +8
Str +2, Dex +3, Con +1, Int +2, Wis +2, Cha +5
Items +1 rapier, leather armor, keys to all locks in the Gold Goblin, Key hand (opens trapdoor in area 39), minor elixir of life
AC 20; Fort +8, Ref +14, Will +11
HP 65
Confabulator Even when caught in falsehoods, Saul piles lie upon lie. Reduce the circumstance bonus a target gains for his previous attempts to Lie to it from +4 to +2.
Deny Advantage Saul isn’t flat-footed to creatures of 4th level or lower that are hidden, undetected, flanking, or using surprise attack.
Scoundrel When Saul successfully Feints, the target is flat-footed against melee attacks he attempts against it until the end of his next turn. On a critical success, the target is flat-footed against all melee attacks until the end of his next turn, not just his.
Speed 25 feet
Melee <> +1 rapier +14 (deadly d8, disarm, finesse), Damage 1d6+6 piercing
Melee <> key +12 (agile, attached to arm), Damage 1d6+4 bludgeoning
Twin Feint <><> Saul makes a dazzling series of attacks with both weapons, using the first attack to throw his foe off guard against a second attack at a different angle. Saul makes one Strike with each of his two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply multiple attack penalties to the Strikes normally.
Sneak Attack Saul deals an extra 1d6 precision damage to flat-footed creatures.
Surprise Attack On the first round of combat, if the Saul rolls Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to him.
Kelseus |
Part Two: On the Job
The PCs are expected to hit level 2 before the last two encounters in section, but there is a significant dearth of exp opportunities. I strongly suggest you have the PCs do the set piece in the first week or so. This will pad up exp nicely and keep them on track without needing a random encounter every time they walk outside. I would try to keep each encounter a few days apart, if not a week. This allows the PCs to actually build a reputation and it feels less railroaded. Obviously YMMV.
Strange Days in Riddleport
Small metal items magnetized- keep the -1 hit and AC
All spells create a purple mist- DC 20 perception to notice the mist is rising toward the blot; 10xp
Sudden tidal surge- DC 15 athletics check to climb/swim, acrobatics for balance; keep 1d6 damage; 30 xp dealing with wave.
Flocks of seagulls crashing into the cypher gate- just (very creepy) flavor
Minor tremor and erratic weather vanes- again just flavor
Black hail- DC 15 Ref save to avoid damage; 10 xp
Turning a Profit
Saul uses Gambling Lore for his weekly profitability check. PCs can use Craft, Deception, Diplomacy, Intimidate, Performance, Perception, or any applicable Lore skill (obviously gambling, but allowing a player to be creative should be rewarded). I would have PCs make an Earn Income check with a task level equal to current profit rating (min of 0), but instead of getting money, each PC grants a +1 bonus (a crit grants +2) to Saul’s roll, for a max of +6, not counting other story based bonuses. A crit failure is a -1. Saul's DC is 20 + current profit rating.
Pay is reduced by a factor of 10. Meaning 1gp/week.
When Gold Goblin hits Profit Rank 1, 30 xp, another 30 xp for hitting PR 4.
First Night: 4 lvl 0 Thugs (Severe 1)
An Unfriendly Warning (Low 1)
For the Cindersnake use the Giant Viper (lvl 2) makes this a low 1 encounter (60xp). Not too easy and it helps to pad up experience.
Perception DC is 15 to find the note, 10 xp if successful.
Kelseus |
St Caspieran’s Salvation
Have your PCs do this some time before Flat on Rat St. I intend to use the “The Goblin’s Gold” hook to get the PCs here. You have to do it before Flat on Rat Street, because otherwise Larur is dead. Allow a DC 15 Society or Gather Information check to know St Capierian’s was once a refuge for hungry and destitute. DC 20 to know being used as a den for Splithog gang.
DC 17 to see watchman leave his lookout at the PC's approach(thief’s stealth DC).
Courtyard DC 17 Survival to notice footprints leading to the tree. DC 17 perception to find the hidden loot. Both are Hard lvl 1 trained DC. Climbing the tree is a DC 13 Athletics check (easy trained lvl 1). Stealth check to avoid notice by Garspheal is DC 14.
Soup Kitchen I see no reason why the PC should fight Mumsy, but a confrontation with her will definitely alert the gang. Diplomacy DC 16 to improve her attitude to friendly and she might share some info, nothing direct but she knows a bunch of folks upstairs have been staying quite a long time.
Chapel If the alarm hasn’t sounded Beltias is here, with about 2d20 parishioners. He takes immediate notice of the PCs unless they try to disguise themselves as beggars. Deception DC 20 to successfully impersonate a beggar. He will try to surreptitiously move to go out the back door to climb the tree or go out the front and up the side doors to the flop house.
Foyer The lock is poor quality (DC 15, 2 successes); Podrick’s Alarm Hazard -1; Stealth DC 15, Thievery DC 12, Ref DC 15 avoids.
The Flophouse (Low 1) A lvl 1 Thief and guard dog (lvl -1)
The Dispatch and the Snitch (Low 1) 2 lvl 0 Thugs
The Sadist and the Sniper (Low 1) A lvl 1 Thief, lvl 0 sniper (Thug with ranged <> shortbow +5 1d6P deadly d10)
Scorpion Duel (Severe 1) A lvl 2 + lvl 1 + scorpions; for Badeye use the Ruffian gmg pg 209, Rasper is just a Thief. There is no ¼ CR in P2, so I would drop to one scorpion and use the Viper stats with the following change.
- Melee <> stinger +8 (finesse) Damage 1d4 P plus venom
- Melee <> pincer +6 (agile) Damage 1d4+1 B
Beltias (burglar pg 210 gmg)- Severe 1, recover stolen funds and free the chapel from a dangerous gang 30 xp
Kelseus |
A new Friend
Samaritha is a level 3 creature, I’m not going to write her up as her stats are irrelevant for this book. It will be in the next one. I’ve decided to rewrite this encounter for two reasons, 1) I can award some exp for something a bit more involved and 2) It helps to make her a more 3 dimensional character and someone the PCs are more likely to develop a relationship with. This is important as she plays a major role in the next book.
Instead of coming to the GG to find work, she is there trying to win some money gambling. As the old saying goes, if it wasn’t for bad luck, Samaritha would have no luck at all. She quickly runs out of coin to keep playing and a unsavory type, seeing she is down and out, approaches and propositions her. She immediately refuses and this causes a commotion that attracts the bouncers. She starts to yell at the bouncer who accused her of being a prostitute and is trying to escort her out. This should draw the attention of at least one PC.
Seeing a more friendly face, Samaritha begs for help, insisting this is a misunderstanding. Assuming the PCs take charge of the situation she thanks them and describes her backstory as written, with the above modification. She then says that she just needs a bit of help to pay her way until she can find an apprenticeship. “I don’t want a handout. I am willing to earn my keep, just not that way.”
30 xp for intervening and giving her a job/place to stay.
Flat on Rat Street (Severe 1)
This encounter should put the PCs over the top for level 2, even if they missed some of the exp above. If they don’t fight Smeed, you can make up the lost exp by a random encounter or two.
For the lock on both front and back doors, use a simple lock, (DC 20 thievery, 2 successes). Force Open DC is 25. Reinforced door for hardness/hp.
Lymas Smeed is a level 3 creature. As written he’s an expert, which is not very helpful for his conversion to P2. For his stats, I feel like the Noble (gmg 206) is the best fit, making him a moderate encounter all by himself. There is no baboon or monkey in the P2 bestiary. At CR 1/2 , I would pick a level -1 creature, probably a guard dog and reskin it. The 3.5 baboon just has a bite attack so the guard dog should do fine. So this is worth 100 xp, I would be fine just leaving as is and calling it a Severe 1 (120xp). I would also award equal experience if the PCs are able to deal with this situation without needing to fight Smeed.
30 xp for getting the debt “forgiven.”
Attack on the Foamrunner (Low to Moderate 2)
Braddikar Faje is a level 3 creature and he is literally described as a former Watch Officer (gmg 234). He has 2 Thugs with him, but instead of using the normal thug, I like the dockhand (gmg 222). Although this might be a good encounter to drop down to 3 level -1 creatures instead. Experience depends on how many bouncers PCs bring. It might not be a bad idea to increase the number of thugs to equal the number of bouncers and have the PCs fight Faje and two of the Thugs. This helps to keep the experience on track.
Return casks to GG 30 xp plus one time +2 to Profit Check.
Kelseus |
The Raid
Each of these encounters aren’t too bad by themselves, but back to back they can really tax the PCs. Use the help sparingly, as the PC should be the clear stars, but throw in a bouncer or two to help give them a break if things start to go south. For Croat’s Thugs (not to be confused with regular thugs, thank you Paizo that isn’t confusing at all) use the Bodyguard (gmg 226) but describe them as half-orcs. This is important because all the half orcs work for Croat. They are described as using their bows in support, but they can't be longbows as written because those have the volley trait. Modify them to add Ranged <> shortbow +6 (deadly d10) Damage 1d6+3 P.
[LE][MEDIUM][HUMAN][ORC][HUMANOID]
Perception +12
Languages Common, Orc
Skills Acrobatics +10, Athletics +10, Religion +7, Stealth +8,
Str +3, Dex +2, Con +2, Int +1, Wis +2, Cha +1
Items lesser alchemist’s fire, silversheen, minor elixir of life
AC 20; Fort +12, Ref +9, Will +9
HP 45
Powerful Fists Jasker takes no penalty when dealing lethal damage with his unarmed attacks
Speed 35 feet
Melee <> fist +11 (agile, finesse, nonlethal, unarmed), Damage 1d10+6 piercing
Flurry of blows <> Frequency One per Round; Effect Jasker makes two unarmed strikes. If both hit the same creature, he combines their damage for purposes of resistance or weakness. Multiple attack penalty allies normally.
Stunning Fist When Jasker targets the same creature with two Strikes from Flurry of Blows, if either Strike hits and deals damage, the target must succeed at a Fort save DC 17 or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Group 1 (Severe 2) Lvl -1 + 4 lvl -2
Group 2 (Moderate 2) Lvl +1 + 2 lvl -2
Group 3 (Moderate 2) 3 lvl -1
Group 4 (Low 2) lvl -1 + 2 lvl -2
+30 exp for protecting the GG.
Kelseus |
Boneyard Ambush (Extreme 2)
This is written as a very high extreme fight. In 3.5 Wererats are CR 3 monsters; 3 lvl +1 and a lvl swarm makes this 220 exp. Adding in Kwava, a level +2 ally helps to significantly defray that imbalance. But it’s still very hard. The other problem is that Wererats in P2 are level 2 creatures. Now you can deal with this in one of two ways. You can give each the Elite adjustment making them level 3 creature, or my preference, use the level 2 warerats and add a fourth to the fight. 5 at level creatures is 200 exp, which is right on the nose for extreme for a 5 man party. Also, there is no cockroach swarm in the P2 bestiary. There isn’t even a level 2 swarm. I would either reskin (or just use) a Rat Swarm or a pair of Spider Swarms. Deciphering the note requires a DC 20 Society or DC 17 Underworld Lore.
[UNIQUE][N][MEDIUM][ELF][HUMANOID]
Perception +14; low-light vision
Languages Common, Elf
Skills Acrobatics +12, Elf Lore +8, Nature +8, Stealth +10, Survival +15
Str +3, Dex +5, Con +2, Int +2, Wis +3, Cha +2
Items 10 silver arrows, 3 minor elixirs of life, 1 lesser elixir of life, antidote, antiplague
AC 20; Fort +8, Ref +14, Will +11
HP 57
Speed 30 feet
Melee <> dagger +14 (agile, finesse, thrown 10 ft. versatile S), Damage 1d6+6 P
Ranged <> longbow +14 (deadly d10, volley 30 ft.) Damage 2d8+5 P
Point-blank shot <> Kwava remains in this stance until he ends it as a free action or combat ends. While in this stance he ignores the penalty to attack rolls on weapons from the volley trait.
Double Shot <><> Frequency 1/round; Effect Kwava makes two Strikes with a ranged weapon, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but only after the second shot.
+80 xp befriend Kwava and learn Saul betrayed you.
Kelseus |
Back to the Gold Goblin
This is how the book breaks down these encounters:
Group 1: Lvl +1 + lvl -1 + lvl -2 + 2 lvl -3, Extreme 3
Group 2: 2 lvl - 1, Low 3
Group 3: 2 lvl -2, Trivial 2
Group 4: 4 lvl -3, Trivial 2
Group 5: 3 level -2. Low 3
In my opinion those groups are unlikely to work that way. I don’t expect the PCs to come in through the front doors if they can help it, but they will probably be seen either way. If they come in the front, they will fight the two thieves up front, all 4 bouncers in area 2 and the 3 snipers in area 30, plus Hans and Beyar once the PCs start to get the upper hand. That makes for an extreme encounter. It also seems less likely that Saul will have the chance to escape or that he’s so far ahead the PC will never see him. I’m concerned that if Saul just climbs down the stairs while the PCs are in the main room, they might run out the back door trying to chase after Saul.
I suggest a slightly modified set up. The back door is barred, the PCs can see casks and boxes piled up in area 13 through the small window, so they can’t get in through there. Attempts to break through a window attracts two snipers on the roof. It’s clear they are funneling the PCs through the front door.
The Thieves out front try their best to remain unseen. They likely have at least cover if not full cover resulting in a +2 or +4 to their stealth DC, bringing it up to either 19 or 21. By level 3, a PC could easily have a +9 in Perception (max of +11 with 18 Wis), making this a 55% chance or better see to them. If detected, I would expect the PCs to fight them first, but if they remain hidden the thieves come in from behind once the PCs have engaged the bouncers. 2 lvl -2, Trivial 2.
Several tables have been overturned in area 2 to form a barricade further funneling the PCs. The 4 bouncers in area 2 encounter the PCs at the choke point, with one sniper behind the barricade and two from the roof coming into area 30, but neither of them stay up there for long. Once 3 of the bouncers go down or one of the snipers in area 30 fall, the snipers retreat to area 27 to guard Saul. Have Kwava stay downstairs, saying he will to watch the backdoor for Saul trying to escape.
3 thieves + 4 thugs = 3 lvl -2 + 4 lvl -3, 140 exp but PCs likely have Kwava with them, so evens out to Severe 3.
PCs can either come up through the stairs in 14 or try to climb up to area 30 to get up to area 27. Assuming they come up the stairs, the PCs are waylaid by the snipers and Hans and Beyar (both Thugs) in area 24. Saul is watching through the open door to area 27. Once one of the guards go down or a PC tries to come into area 27, Saul orders an invisible Old Scratch to defend him. Scratch does his best, but flees once below 10 hp, probably after the first or second hit. Once down to only two defenders Saul goes through the opening to area 30 and climbs down to area 2 via a rope ladder he had installed and then flees down to area 38.
Not counting Saul, this encounter is lvl -1 + 2 lvl -2 + 2 lvl -3; 100 exp, high end Moderate 3.
If a PC rushes the door they can see Saul running to the stairs down, he takes extra long to get down to the floor as he can’t climb well with his stump. He prefers the stairs in area 11, but will head to the ones off area 12 if cut off. Once downstairs Saul and Bojask make a stand in are 38, with the boar there with them. Bojask takes an action to command the boar to attack. Once below half hps or if both defenders fall, Saul attempts to flee down to the secret door jumping over the edge. He has to take 3 interact actions to dig out the door, a manipulate action to unlock and another to pull the door open. If attacked while trying to get through the door, Saul fights to the death, as he fears Depora’s reprisal as much as the PCs.
This is lvl +1 + 2 lvl-1, Severe 3.
[NE][MEDIUM][HUMAN][HUMANOID]
Perception +8
Skills Athletics +8, Nature +8, Stealth +7, Survival +5
Str +4, Dex +1, Con +3, Int +1, Wis +2, Cha +1
AC 18, Fort +11, Ref +8, Will +5
HP 36
Speed 25 feet
Melee <> battle axe +11 (sweep) Damage 1d8+5 S
Melee <> hatchet +9 (agile, sweep, thrown 10 ft.) Damage 1d6+5 S
Twin Takedown <> Frequency 1/round; Bojask makes one Strike with each weapon against his prey. Combine damage for purposes of resistances or weaknesses. Multiple attack penalty applies as normal.
Hunt Prey <> Bojask designates a single creature he can see as his prey. His multiple attack penalty against his hunted prey is -3 (-2 with agile) for the second attack of the turn and -6 (-4 with agile) for each subsequent attack that round.
Incriminating evidence
DC 15 perception to find the signet ring- 30 xp learn Larur was killed by Saul
DC 22 Society or proper DC 20 applicable Lore check to discover Saul’s fraudulent bookkeeping- 30 exp
Kelseus |
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Part Four: Under the Gold Goblin
DC 15 Perception and Survival to notice troglodyte smell and then track them to area 39.
The lock for the trap door is an average lock. Thievery DC is 25, four successes. Trap door is reinforced wood.
Entrance to the Water Tunnels
Athletics DC to climb is 25, a very hard expert level climb. No check needed to use the ladder.
Tidal Pool (Low 3)
No one is swimming down there, so no need for the swim DCs. For the Swamp Barracudas use the stats for a crocodile (lvl 2).
Still Pool (Trivial 3)
DC 15 Perception to see glint of gold if any light source is near the water.
Sentinel Cavern (Low 3)
DC 18 Society or Nature to know it smells of Xulgath. 2 level 2 creatures.
Troglodyte Guardroom (Moderate 3)
4 Xulgath Warriors Creature 1
Midden (Trivial 3)
Difficult terrain, fungal crawler level 3
Troglodyte Den (Severe 3)
Difficult terrain, 4 Xulgath Warriors, switch out the last for a Xulgath Skulker Creature 2
Tunnel
This is supposed to be a very long tunnel, the description says it goes under the river. This means two things: first, you don’t have to worry about Depora becoming aware of the combats in her lair, and second, you can use this time to refocus or use Medicine.
A Piece of Home (Severe 3)
The check to cast a light spell is a caster level check, in 3.5 this is at a +3 at best at this point, meaning this DC15 is a hard check to make. In P2 this is more akin to a counteract action. At level 3, you have at best a +9 spellcasting bonus. To make it a 50% success rate, the DC should be at 20. That puts it at a hard DC for level 3. I think this should be particularly difficult, as the original check required a 12 or better. So I’m going to bump it up just one more to a DC 21 or +11.
There are no Gricks in Pathfinder, first or second edition. The two level 4 aberrations are a mimic (nope) and a faceless stalker, and while it would be interesting to introduce Alghollthus (aboleths) in book one, the faceless stalker really loses most of its impact as just a monster in the room. I could make a Grick, but they’re pretty boring as far as monsters go. So I am deciding to use Otyughs (Aberration level 4), Depora cultivates them as pets, tossing them food to keep them docile toward her. As they are large creatures, you need to expand the room to give them space to maneuver, and you can take out the pool as they don’t swim.
2 Otyugh, lvl +1
Personal Chamber
The chest has an average lock (DC 25, 3 successes). It is worth 120 gp. Contents: 12 gp, a black onyx worth 100 sp, bag of diamond dust 200 sp, brass bottle worth 2 sp. Label the pheromone as a level 10 alchemical item, making craft DC 27. The boots are too nice as written. A +2 item bonus has a minimum item level of 9. Drop it down to +1 to Stealth and now it is a level 3 item with a value of 55gp. OR replace it with any other appropriate level 3 or 4 item, say the Demon Mask.
Excavation (Extreme 3)
The adamantine chisel is worth 100 gp, it treats objects as having hardness of half normal, as long as the hardness isn’t above 10. A note about Depora: I gave her significantly better gear then the baseline expectation is for a level 6 creature. This is mostly because she is the big boss for the adventure and the PCs might be a little light on cash, as they have mostly just been fighting Thugs for 4 levels now. Also the next adventure starts off light on gear as well so it doesn’t hurt if your party is a bit ahead to start as they will fall behind again fairly soon.
Depora Level 6 + 2 Dretches. Lvl +3 +2 lvl-1
Kelseus |
[UNCOMMON][N][SMALL][EARTH][BEAST]
Perception +11; darkvision, tremorsense (imprecise) 60 ft.
Skills Athletics +5 (+8 to Climb), Stealth +7 (+10 when underground), Survival +5
Str +1, Dex +2, Con +3, Int -3, Wis +2, Cha -1
AC 18, Fort +11, Ref +8, Will +6
HP 28, Immunities electricity, flair (see below), Resistances slashing 5 piercing 5
Speed 15 feet, climb 15 feet
Melee <> Bite +7 Damage 1d8+4 P
Ranged <><> Shocking Arc +10 (electricity, evocation, primal, range increment 30 ft) Damage 1d12+4 electric
Flare <><> (evocation, primal, visible) A darklands sentinel can release a flare of dazzling light in a 30-foot burst. Other Darklands sentinels are immune to this effect. Reflex DC 18.
Critical Success the creature is unaffected
Success Dazzled for 1 round
Failure Stunned 1, Dazzled 1 minute
Critical Failure Blinded for 1 round, Stunned 1, Dazzled 1 minute
[N][SMALL][ABERRATION]
Perception +12; darkvision
Skills Athletics +10 (+13 to jump), Stealth +7
Str +4, Dex +3, Con +3, Int -4, Wis +1, Cha -1
AC 19, Fort +12, Ref +9, Will +6
HP 53
Speed 20 feet, climb 20 feet
Melee <> Bite +12, Damage 1d8+2 piercing plus poison
Melee <> Claw +10 (agile), Damage 1d10+6 slashing
Leap <><> The fungal crawler attempts a High Jump or Long Jump. If it’s adjacent to an enemy at the end of its leap, it can make a claw Strike against the enemy at that moment. If the fungal crawler jumps at least 5 feet vertically or at least 20 feet horizontally, it can attempt two claw Strikes each at -2. The crawler’s multiple attack penalty doesn’t increase until after both strikes.
Quick Jump The fungal crawler can use High Jump and Long Jump without taking the initial Stride (nor does it fail if it doesn’t Stride 10 feet).
Fungal Crawler Poison (poison) Saving Throw DC 17 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison (1 round); Stage 2 2d6 poison and enfeebled 1 (1 round); Stage 3 2d6 poison and enfeebled 2 (1 round).
[CE][SMALL][DEMON][FIEND]
Perception +5; darkvision
Languages Abyssal (can’t speak); telepathy (abyssal only, 100 feet)
Skills Stealth +8
Str +3, Dex +1, Con +4, Int -2, Wis +0, Cha -1
Slow A sloth demon is permanently slowed 1 and can’t use reactions.
AC 17, Fort +12, Ref +5, Will +8
HP 40, Weaknesses cold iron 5, good 5
Industrious Vulnerability Sloth demons cannot stand to be over active. Any spell or effect on the Dretch that grants it additional actions (like the haste spell), instead causes it to take 2d6 mental damage. If the spell or effect does not normally require one, targeting the Dretch requires a spell attack roll or the Dretch gets a basic Will save (GM’s choice).
Speed 20 feet
Melee <> Bite +9 Damage 1d6+3 P plus 1d4 evil
Melee <> Claw +8 (agile) Damage 1d6+3 S plus 1d4 evil
Divine Innate Spells DC 18, attack +10; 3nd paralyze; 2nd calm emotions; 1st fear, ray of enfeeblement; Cantrips (1st) daze, ray of frost
[UNIQUE][CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +14, darkvision
Languages Common, Undercommon, Elf, Abyssal
Skills Acrobatics +15, Athletics +13, Crafting +9, Intimidate +13, Occultism +15
Str +4, Dex +5, Con +2, Int +2, Wis +2, Cha +4
Light Blindness
Items +1 striking hand crossbow, +1 bayonet, lethargy poison (5 doses), lesser slippers of spider climbing, chain mail, buckler
AC 24; Fort +14, Ref +17, Will +11
HP 96; Immunities Sleep
Attack of Opportunity <R>
Shield Block <R>
Reactive Shield <R> Trigger Depora is hit with a Strike; Depora can immediately raise her shield to gain its bonus to her AC against the triggering attack
Speed 30 feet
Melee <> +1 bayonet +17 (agile, finesse, attached to hand crossbow), Damage 2d8+9 piercing
Ranged <> +1 striking hand crossbow +17 (range increment 60 feet, reload 1), Damage 2d6+4 piercing plus lethargy poison
Intimidating Strike <><> Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
Running Reload <> Depora can reload on the move. Reload as part of step, stride, or sneak.
Divine Innate Spells DC 24, attack +16; 4th darkness; 3rd dispel magic, levitate (x3); 2nd darkness (at will), faerie fire (at will); 1st command (at will); Cantrips (4th) dancing lights
Lesser Slippers of Spider Climb Item 5 125 gp
Activation <> command Frequency 1/day; Effect gain a climb speed for 10 minutes.
Kelseus |
1 person marked this as a favorite. |
This is great. I'm going to be running Second Darkness for PF2 in the near future and this definitely gave me a leg up, especially the builds for Saul and Depora. Hopefully I'm slow enough that inspiration will strike and you'll also convert book 2. :-D
I'm happy to see someone is looking at this. I am just editing book 2, and might start posting it this week, and I am well into book 3 as well.
Kelseus |
Children of the Void
One of the main problems with the Second Darkness AP is that all the books are light on experience meaning you need to incorporate the “set piece” into your adventure to keep up the pace with the level expectations for the AP. This book has the same problem, only more so. This is not because of anything wrong with this book necessarily. Children of the Void assumes you finish hitting level 6 (although that isn’t a guarantee), but The Armageddon Echo adventure expects the PCs to be at level 7 to start. This gap was by design. As only the 15th entry in the AP series, Paizo was experimenting with the adventure format. Suffice it to say, this was not very popular and they never had a level gap again.
The Gold Goblin Gambling Hall
Selling the GG: Keep the DC 20 Diplomacy check to find a buyer.
Book sets the price at 20,000 gp. This is just below the equivalent of a 15th level encounter. Split 4 ways, it is 5,000 or just under a 10th level encounter. Another way of looking at it is the value of +2 Half Plate to each player. P2 has a very different economy than 3.5 or P1. So there is no easy 10:1 conversion. A 10th level extreme encounter in P2 should give about 1600 gp of treasure, but that’s not really the same either, since you can’t directly convert CR to Encounter Level. A single level 10 Creature is a Severe 7 or Extreme 6 encounter. Those are worth 440 or 400 gps, respectively.
Looking at it another way, a sailing ship in 3.5 is worth 10,000 gp and a Galley is 30,000. In P2 those are 2,000 and 3,000 respectively. I think a good sale price for the GG is about 2000gp. This is a bit above the equivalent of a fully equipped 6th level party. Now, as the book suggests, no one is going to hand out the full 2000gp on the spot. I would have a second DC 20 Diplomacy check (or 16-18 depending on the applicability of a Lore category) to determine how much is up front. Critical Success 800gp, Success 650, Failure 500, Crit Fail 300. Set payments accordingly, but as the PCs may never see more than one or two payments, it doesn’t really matter.
Business Owners If the PCs want to keep the GG, they need a manager. As this person needs to be competent. I would keep with the same DC 20 Diplomacy to find a good hire. They should have a Gambling or Innkeeper Lore of +12.
Kwava’s Request
Now Kwava can’t actually cast Animal Messenger, as Rangers don’t cast spells in P2. That being said, it doesn’t really matter. As this is off screen interactions between two NPCs, it is easy just to have Kwava offer a vague “I have been in contact with my superior and…”
The Prospectors
Diplomacy Check to gather information to know about the other prospector groups, or Underworld Lore at +2.
DC 15 Goldhammer and Slyeg. DC 20 Cyphermages, DC 23 Zincher.
The Flying Cloud
Cost to book a sailing ship in 3.5 is 1sp/mile. In P2 it’s 6c/5miles. So unlike almost everything else, it’s actually slightly more expensive than the 1gp:1sp normal conversion rate. Set rate to hire a boat at 6gp. At normal price a round trip from Devil’s Elbow is 43 copper, so this is about 14 times the normal cost (as written 50 gp vs 3.6 gp for mileage). This cost is exorbitant, but considering the situation, it makes sense.
[u]A4. Orlop Deck: [/u]-1 to attacks for medium creatures due to low ceiling
Sabotage (Severe 4)
As written this is 6 level 1 rogues (lvl -3 creatures), or a Moderate 4. Since this book is somewhat light on experience, and this is likely the only encounter of the day, I would bump them up to Creature 2, making this a Severe 4. Conveniently, the gmg has a level 2 saboteur ready to go (pg 246).
Stealth DC 19, which is a level 4 DC on the dot. Due to being below decks and behind a closed door, and the fact that only one PC has to succeed, I would bump the DC all the way up to 24 (hard level 4 check). This isn’t beyond what the book expects, as they have the opposed stealth check of +18!
Once the fire starts, the Perception DC drops to a 20.
Captain Creesy is written as a CR 4 expert 4/fighter 1. Up to this point I have just been converting an NPC from CR to level, but for Creesy, his levels indicate to me that he’s not really supposed to be a CR4 creature, otherwise why give him 4 expert levels? Why not just a Rogue? Instead of Creature 4, I think it would make more sense for him to be a Creature 2, with level 4 in Sailing Lore. I actually wrote that before looking at the gmg and found that they have the Navigator (pg 242) which fits my numbers perfectly.
Intimidate or Diplomacy is DC 18 to get the Saboteurs to talk. Their Deception is DC 17 to bluff.
Kelseus |
SET PIECE: Teeth of Araska (Up to 338 xp)
It makes sense to have this occur as the PCs are traveling to Devil’s Elbow. It will help to ensure they are at least level 5 before they enter the Drow lair in Part 5. I prefer the “Easy Pickings” hook, but that would likely be more of a dynamic battle. As written, “Untimely Revenge” works better. Have the crew of the Flying Cloud spot the Teeth anchored off shore of Devil’s Elbow.
“The setting sun has likely shielded us from detection so far.” Captain Creesy suggests that it will be difficult to get to the port with the pirates there, and impossible to get away without a fight. Not to mention the increased difficulty of picking PC’s up off the island once they are done. If the PCs don’t come up with the idea on their own, Creesy can suggest a stealth mission to capture the boat.
Several of these encounters are quite low level, but they might not work out that way, as it may be hard to keep things quiet once fighting starts. It is unclear where the pirates are, as the section references 20 crew members. I assumed the pirates not on the deck at night are in area 7, but then you’re short about 10 pirates.
Danger Aboard sidebar
Mast: The mast is a wooden structure so it has a hardness of 10 (Pg. 577). A wooden wall has hp 40, so for a mast which is likely much thicker than a wall but also under more strain, make BT 40 and hp 80. If broken the ship can't sail until fixed. If destroyed, it falls dealing 3d6 damage in a line away from you, basic reflex DC 15, with immobilized on a critical failure. All others on that half of the boat are tangled in rigging, clumsy 1 until they take an interact action to get out.
Rigging: Ship rigging has hardness 4, hp 16 (BT 8). DC 10 climb
Yard: Again hardness 5, with hp 50 (BT 25). If broken, the ship can’t sail. If destroyed, it falls dealing 1d6 bludening, DC 15 to negate, all creatures below clumsy 1 as above.
The Teeth of Arasha DC 20 Society, or DC 16 Sailing or Pirate Lore to recognize the ship
1 Main Deck (Trivial 4 [20xp] or extreme 4)
If it is night time only 2 pirates are on deck. Pirates are level 0 Creatures. Just use the stats for Thugs from book 1. Stealth DC is 15, 11 if they are asleep. Flat check 5 to see if each pirate is asleep. Disabling the bell on the sterncastle is a DC 15 Thievery check, with a crit fail accidentally ringing the bell.
2 Wardroom DC 15 society or 13 sailing lore on maps. DC 20 or 18, respectively, to notice the skull marks.
3 Ishana's Quarters (Trivial 4 [30xp]) DC 17 to find blood spatter etc. The locked chest has a simple lock. Jewelry worth about 18 gp.
[UNIQUE][CE][MEDIUM][HUMAN][HUMANOID]
Perception+9
Languages Common
Skills Athletics +9, Deception +10, Intimidation +7, Religion +9, Society +5
Str +4, Dex +1, Con +1, Int +0, Wis +3, Cha +3
Items key to chest, mace, whip
AC 19; Fort +9, Ref +6, Will +12
HP 44
Shield Block <R>
Speed 25 feet
Melee <> mace +10 (shove), Damage 1d8+6 bludgeoning
Melee <> whip +10 (disarm, finesse, nonlethal, reach, trip), Damage 1d6+6 slashing
Sap Life When Ishana casts harm and damages at least one living creature, she regains 2 hp
Divine Spells Prepared DC 20, attack +12; 2nd charm, harm (3), sound burst; 1st command, fear, magic weapon; Cantrips (2nd) chill touch, forbidding ward, know direction, shield, stabilize
Cleric Domain Spells 1 Focus Point, DC 20; 3rd savor the sting (Core Rulebook 396)
[MECHANICAL][TRAP]
Stealth DC 23 (trained); DC 25 (expert) find hidden bypass switch; DC 20 (trained) to hear mechanism rest
Description three spring loaded blades strike creatures going through the doorway
DisableThievery DC 20 (trained) to disable the reset mechanism
AC 22 Fort +12 Ref +14
Hardness 9 HP 40 (BT 20) Immunities critical hits, object immunities, precision damage
Spring Loaded Blades <F> Trigger A creature moves through the opening. Effect Three blades spring out, attacking all creatures passing through the doorway.
Melee +16 (deadly d10) Damage 2d10+13 piercing
Reset automatic
4 Grudge’s Quarters DC 15 perception to find the ring, which is worth 5gp. The fine clothing is worth a total of 15 gp.
5 Captain’s Study (low 4)
The maps are worth 55 gp and grant a +1 item bonus to applicable checks. DC 20 to find the trap door. The “loot” is worth between 1 and 5 gp, depending on how hard PCs look for a buyer. For the Captain, I used a modified mastermind (gmg 246)
[UNIQUE][NE][MEDIUM][HUMAN][HUMANOID]
Perception +12
Languages Common
Skills Athletics +10 (+12 with weapon), Deception +13, Intimidate +13, Occultism +12, Perform +14, Sailing Lore +13, Society +8
Str +2, Dex +5, Con +2, Int +2, Wis +2, Cha +4
Items +1 rapier, lesser elixir of life, lessor cheetah’s elixir, whip, leather armor
AC 22; Fort +9, Ref +15, Will +12
HP 78
Speed 25 feet
Melee <> rapier +15 (deadly d8, disarm, finesse), Damage 2d6+5 piercing
Melee <> whip +14 (disarm, finesse, nonlethal, reach, trip), Damage 2d6+5 slashing
Occult Spontaneous Spells DC 22, attack +14; 2nd hideous laughter, invisibility, telekinetic maneuver; 1st bane, fear, true strike; Cantrips (3rd) chill touch, daze, know direction, shield, telekinetic projectile
Bard Composition Spells DC 22; Cantrips (2nd) inspire competence (Core Rulebook 386),
inspire courage (Core Rulebook 386)
Scoundrel’s Feint When Captain Grudge successfully Feints, the target is flat-footed
against his melee attacks until the end of the Captain’s next turn. On a critical success, the target is flat-footed against all melee attacks for that time, not just the Captain’s.
Sneak Attack Captain Grudge deals an extra 1d6 precision damage to flat-footed creatures
6 Middle Hold- approximately 20gp in adventuring gear. Allow the PCs to find any level 1 item or lower that would concevable be on the boat.
7 Crew Commons (Moderate 4 [90 xp] or Trivial 4)
With 9 pirates in here this is easily the hardest encounter on the boat. DC 15 Perception to search for holds, total of 33sp and 45cp.
8 Tralter’s Quarters The lock on the door is poor quality, on the foot locker is simple. Tralter won’t fight unless attacked and will flee at the first chance. His stash is a total of 13sp, 59cp. The signet ring is worth 90sp to the right buyer.
10 Selis’s Quarters (Trivial 4 [20xp])
Assuming the PCs fight in area 7 first, Selis will open the door after 1d3 rounds after combat starts and join in. If the PC’s go through the trap door in area 5, thus coming through 11 to 7, Selis is in his room and attacks using his alchemical bombs to weaken the PCs and raise the alarm.
For Selis, just use the Pirate (gmg 242). Give him two moderate thunderstones to toss at the PCs in Area 11. Place the grate along the ceiling, where Selis can see if he stands on his bed, but PCs can’t attack him through it.
11 Murder Hall Room is narrow, difficult terrain and -1 to reflex saves in this room. DC 20 to see mechanisms and the grate. Doors are basic wood, and the locking mechanism is only DC 15 to disable, but requires 2 successes.
12 Ship Stores Similar to area 6, 10sp in usable gear, plenty of food and 1d10 sp.
13 Main Hold (Trivial 4)
Just a pair of monitor lizards. DC 25 as written is very hard. A PC with 18 Wis and full ranks in search would need a 14 or better. In P2, a level 4 PC that is just trained has at least a +6, and could be as high as +12. Put DC at 24, that’s hard for level 4. Value of equipment is at 50gp, but it will take work to haul and sell.
14 Brig Mase Venjam offers 15 gp to anyone who helps him out. The lock is of Average quality (DC 25 4 successes), it is an additional DC 25 check to disable the trap mechanism, a critical failure on any of the 5 checks springs the trap.
The trap is particularly nefarious. If you notice it doesn’t attack the PC opening the door. Instead, it targets the person in the cage. So if you don’t see the trap and then open the door, it will kill Mase. He has very low hp and as he is unarmored, his AC is no higher than 20, so not only will the trap likely kill him, it will probably chop him in half. +30 xp for rescuing Captain Venjam
[MECHANICAL][TRAP]
Stealth DC 18 (trained)
Description Two blades in the ceiling are attached to the cell locking mechanism.
Disable Thievery DC 25 (expert)
AC 24 Fort +14 Ref +8
Hardness 13 HP 50 (BT 25) Immunities critical hits, object immunities, precision damage
Slashing Blades <R> Trigger A creature opens the cell door without using the key. Effect Two blades slash down from the ceiling striking all targets within the cell.
Melee +17 (deadly d10) Damage 4d8+10 slashing
Reset repair
+30 xp for capturing the Teeth or Araska
Kelseus |
PART TWO: DEVIL’S ELBOW
If your PCs are particularly efficient and you completed the set piece, by the time they hit the Dock at Devil’s Elbow they should be about half way to level 5. They need to be at least level 5 before entering the drow lair or they are going to have a hard time with it. The island is a bit of a sand box, with several encounters that are not only optional, but I would argue somewhat hard to even encounter. I split the encounters into two categories: Expected, i.e thing you pretty much have to do before finding the drow and Optional, things the PCs could do or might wander into but they could just as easily miss.
Expected: Landfall bonus xp, Areas B1 and B4, the Falling Tower set piece, RP xp from Zincher’s Camp, and following Zincher to the cave. This totals 438. Add in the 338 from Teeth and 120 from Sabotage and you hit 896, still a severe encounter shy of 5th.
The Optional encounters include areas C and F (on 100% opposite sides of the island), and the 3 quests from the Clegg’s Quests side bar, this allows for another 450 without any random encounters. This is a total of 1346. That 340 overage is almost exactly the xp from the set piece. If the party misses one or two encounters, or fails to hit some of the RP awards, this overage can shrink real fast.
Landfall on Devil’s Elbow
Some slight modification is needed if the PCs do the set piece first, but otherwise it can play out just as written.
Lesser Craters DC 25 perception to find noqual.
C Western Lighthouse(moderate 4)
4 giant centipedes at level -1, and a centipede swarm at level 3. You could increase it to 5 and 2 to bump this up to a severe 4.
Noqual sidebar
Items made of noqual have one less bulk, 1 becomes L (minimum of L). If a spell targets the object it gains a +1 item bonus to its save or AC.
Weapons grant a +1 item bonus to damage vs. Undead and constructs.
Armor strength needed to ignore ACP and speed reduction is reduced by 2.
Use the same pricing as adamantine.
D The Crater (possible Low to Moderate 4)
Difficult terrain throughout the crafter area. DC 25 perception or 22 Survival check to realize others have been through the area. Cumulative 10% chance to encounter 4-6 Akatas each hour here.
F Eastern Lighthouse (Moderate 4)
Perception to spot body is DC 20, to balance is Acrobatics DC 19 (only fall on a 9 or lower) DC to grab the edge is 17. Fall of 70 feet normally deals 35 damage, but with the rocks below bump it up to 40. The body has a cold iron longsword, 13 gp, 20 sp and a garnet worth 1d4x5 gp.
Kelseus |
PART THREE: WITCHLIGHT
B1 Unstable Building
Stealth DC 18
Description Violent movement causes the dilapidated building to collapse upon all occupants
Disable Craft DC 25 (trained)
Collapse ,<R> Trigger Each round a creature engages in combat or other violent action inside the building Effect Makes a flat check DC 5, with DC increasing by 1 for each Attack or Move action taken within the room. On a failure the remaining roof and walls collapse on all occupants. 4d8+10 bludgeoning and piercing damage (DC 21 basic reflex).
B2 Public Building
DC 24 Perception to find the silver comb. Worth 1d4x10gp
B3 Ruined Store (Low 4)
DC 15 Survival or Nature to realize the bodies are untouched by scavengers.
4 Void Zombies, pg 288 Bestiary 2. As a rare creature, DC 20 Occultism to identify them.
B5 Witchlight Watchtower
DC 20 Craft check to determine the building foundation is unsound, however I would require a PC to take an actual Seek action at the tower itself.
[UNIQUE][CG][MEDIUM][HUMAN][HUMANOID]
Perception +11
Languages Common, Elven, Halfling, Varisian
Skills Arcana +12, Crafting +8, Diplomacy +10, Occultism +12, Society +8
Str +0, Dex +3, Con +2, Int +6, Wis +2, Cha +3
Items wand of magic missiles (level 1), staff, dagger, minor elixir of life
AC 18; Fort +8, Ref +11, Will +14
HP 44
Speed 25 feet
Melee <> staff +9 (two-hand d8), Damage 1d6+3 bludgeoning
Wizard Prepared Spells DC 21, attack +13; 2nd acid arrow (2), false life, spider climb; 1st magic missile (2), fleet step, magic weapon; Cantrips (3rd) acid splash, detect magic, electric arc, shield, sigil
Wizard School Spells 1 Focus Point, DC 21; 2nd physical boost (Core Rulebook 407)
Drain Bonded Item (arcane) Frequency once per day; Requirements Samaritha hasn’t acted yet on this turn; Effect Samaritha expends the power stored in her staff. This gives her the ability to cast one prepared spell she prepared today and already cast, without spending a spell slot.
The Akata Siege (Severe 4)
This is the most difficult section to convert, as it doesn’t really allow for very easy one to one conversion.
Remember when describing the Akata THEY DON’T MAKE NOISE, OR SNIFF OR BREATHE.
As written the Akata need to make an Escape Artist check to get through the windows, but neither Acrobatics or the Escape action quite fit. Squeezing is an exploration action and not really appropriate for an encounter. Instead I would have the Akata have to take one action to get through the window. Round would likely look like, 1) smash shutter, 2) attack through the open window, 3) climb through the window.
The party should fight 4-6 Akatas during this encounter.
Instead of Balance checks, use Reflex saves. This makes more sense as it’s not an action and Reflex is used for the DC for things like Trip maneuvers. Level 4 PCs have a minimum of +6 Reflex, with fully half the CRB classes having Expert proficienty (max of +12). Reflex save for the initial tremor DC 12. Second tremor save DC jumps to 18.
Once the tower begins to fall Grab the Edge reaction to avoid falling damage. The falling damage is dependent on what room the PC is in: 5a- 2 damage, 5b or 5c- 5, 5d&e- 10, 5f- 15. Base DC is 15, +1 for each level above the first, with high DC of 18 at 5f.
Each round, while falling each creature on their turn must use at least one action to either Brace, Ride, or Escape.
Brace Fortitude save or Athletics check to brace or climb the wall. DC 20.
Ride Reflex save or Acrobatics check to roll with the tower. DC 20. A critical success allows a creature to move up to half their speed toward a target.
Escape Escape basic action DC 20 to escape through a window or opening in the wall. The creature is immediately swept up in the resulting landslide. Unless they are flying or under some similar effect, they must make a DC 15 Grab the Edge roll to stop their slide. Each round rolling down hill creature takes 2d6 bludgeoning damage.
Rolling Events On each creature’s turn, roll a d20 to determine how rolling tower effects their turn.
1-5 Smooth Riding: Can ride, 50% chance there is something nearby to brace against.
6-10 Visitor: A random non-braced creature comes within arms reach. If it is an ally, the PC can attempt an Athletics check to grab them, granting them a +2 to brace or ride. If an enemy, you can strike.
11-13 Small Crack: A small crack opens nearby. DC to Escape reduced to 15.
14 Large Crack: A large hole opens up or passes nearby. The Escape DC is down to 10, but if the creature wants to stay inside the tower, they need to make a Reflex save DC 15 or fall out.
15 Debris: as smooth rolling except loose debris in the room, Fort save DC 15 or be blinded for 1round. A blinded creature cannot ride or escape, and can only brace if they were already bracing
16-20 Solid Object: Object comes nearby. Already bracing creatures can brace as a free action. A creature that was not bracing can attempt with a +2 bonus.
Magic- Spider climb allows a creature to brace at any time and grants a +2 circumstance bonus to brace and escape checks. Meld into stone will work but if the player rolls a small crack they must make a DC 9 flat check or take 10d6 and are expelled, on a Large Crack it is DC 15. Levitate gives a +2 circumstance bonus to Ride or Brace, but -2 to saves to avoid falling out of the tower. Ant haul +2 brace. Farther fall +2 ride can ride at any time, but -2 to avoid falling out. Web cast inside the tower allows all creatures in the area to attempt a brace at any time with a +2 circumstance bonus and reduces DC to fall out or avoid debris by 2. Earth bind +2 brace, can't ride.
Entangle or web outside slows the tower, causing it to take 5 rounds to complete its fall but all DCs to brace or ride are reduced by 4.
Spellcasting- Due to the violent movement of the falling tower a jostled creature must succeed at a DC 5 flat check or they can't cast a spell with somatic or material components.
Jostled-a creature that is not braced or riding is tumbling around within the tower. Each round they take 2d6 bludgeoning damage. DC 21 basic reflex, and are flat footed.
The Bottom- once the tower hits the bottom, all creatures must make a DC20 basic reflex or take 2d6 damage. It is a DC15 Athletics to climb back up the slope.
80 exp for surviving the fall +10 for each surviving cyphermage
Kelseus |
PART FOUR: ZINCHER’S CAMP
While the book technically contains several encounters in Zincher’s Camp, the clear expectation is that the PC’s do NOT come into camp with guns blazing and murdering everyone there. It is actually a bit frustrating that the book doesn’t spend more time on the quests (just a sidebar) and less on the stats for a bunch of NPCs that you probably won’t fight.
Clegg’s treasure is 1360gp in platinum and gems, plus the value of selling his books. In Pathfinder 2, that would be the total worth of all the gear of a 5th level party. Drop the value by factor of 10. 50gp, eight beryls worth 4gp each, and four rubies and a pearl with 10 gp each. The books can be sold in Riddleport for between 100gp and 800gp depending on their negotiation skills. If Clegg is dead, that number is 50 to 300.
For the PCs to notice that Clegg is acting strangely or clearly trying to hide something is Sense Motive (Perception) against the charm DC, which for Shindiira is DC 25. Only a critical success allows a PC to realize he is charmed, for a level 5 PC with 18 Wis and expert perception that would still have to be a 12 or better for a success and only a natural 20 for a Critical Success.
If the PCs successfully negotiate an uneasy peace with Clegg, give them 30 xp. Same for getting Erix to tell you his true mission.
Clegg’s Quests
Noqual Gathering and Catch Live Akata (Trivial to Severe 4)
Best place to complete both quests is for the PCs to go to the crater (See section D above). Although it is possible to try and track the Akata just in the wild. They are described as (and look) like a large predatory cat, so likely an expert or at least a difficult trained DC (18-20). That being said, if the PCs are wandering the island, they are just as likely to encounter a random monster on the encounter table.
It is likely difficult or impossible to capture the Akata alive, let alone keep them in a cage. Clegg offers 50 gp for each live one brought back. +30 exp for each live Akata.
Defend the Camp (Trivial to Severe 4)
For this, have a large group of void zombies, but have PCs separate from Clegg and his men. They fight their group, PCs theirs. It avoids the complicated calculation of xp for a group of 10-12, mixed level fighters. 3 void zombies is a trivial 4, 8 VZ is a severe. My suggestion is 4 to 6, but it depends on if the PCs have hit level 5 yet, and how drained they are from any activity earlier in the day.
Kelseus |
PART FIVE: ARCHITECTS OF RUIN
DC to notice the trail is 25 for anyone just walking around the compound perimeter. Someone who is actively searching it drops to a DC 20.
G1 The Cliffside Path
Clegg makes little attempt to hide his travel once the PCs have joined his camp. He wants to be seen and followed. PC stealth checks are against Clegg’s Perception DC of 29, but he doesn’t react unless someone gets below a 10. He pretends not to notice he is being followed. Deception DC 27 for the PCs to realize they have been seen. If confronted, Clegg will say he was going fishing, but at a -4, as he has no fishing gear. Even if threatened by the PCs he will avoid fighting if he can, but he can’t actually tell the PCs about the Drow, using rhetorical flourishes to avoid answering questions directly. The closest he can get is a reference to his “new friends.” If the PCs are able to verbally corner him or threaten him with harm, Clegg tries, and fails, to answer the question. At this point PCs get a DC 20 check to realize he is under some type of magical compulsion. He will defend himself if attacked only.
If PCs are able to dispel the charm on him, he of course is more than willing to spill any details he has. He knows there is a ghost trapped, but nothing else about her situation. He can describe the shadow demon, but only vaguely. Clegg can share the layout of the interior and about the drow inhabitants (Xakihn, Shindiira, and the 6 drow guards). He is unaware of the hidden fissure in G7 or the trap on the door, as he doesn’t set it off.
Finding path or following Clegg Zincher- 30 xp
G2 Hidden Entrance
Xakihn is distracted and thus takes a -2 to his perception check to see the PCs as they approach the door in G2. If they set off the Glyph on the other hand, both he and the guards in G3 are on high alert.
[EVOCATION][SONIC][MAGIC][TRAP]
Stealth 25 (trained)
Description An invisible rune that wards a door against non-evil creatures.
Disable Thievery DC 25 (trained) to erase the rune without triggering it; dispel magic (4th level; counteract DC 25) to counteract the glyph;
Sound Burst <R> Trigger a non-evil creature opens the door; Effect The rune activates a sound burst centered on the triggering creature’s square. This is a 3nd level sound burst effect (3d10, Fort DC 25)
G3 Entry Chamber (Low 5)
The guards here are not alert. They find this job boring and a waste of time. They aren’t expecting any trouble and even when the door opens, they don’t immediately jump up as they just assume it is Clegg’s nightly visit. If it is daytime or the glyph is activated on the other hand, they are holding an action waiting to fire their hand crossbows at anyone who comes through the door.
[CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +11; darkvision
Languages Common, Elven, Undercommon
Skills Acrobatics +10, Athletics+12, Intimidation +8, Stealth +10
Str +5, Dex +3, Con +3, Int +1, Wis +2, Cha +2
Light Blindness
Items chain shirt, rapier, main-gauche, hand crossbow, lethargy poison (2 doces), hand crossbow (10 bolts)
AC 21; Fort +14, Ref +11, Will +8; +1 status vs. magic, +2 status vs. mental
HP 72; Immune sleep
Attack of Opportunity <R>
Speed 30 feet
Melee <>Rapier +14 (deadly 1d8, disarm, finesse), Damage 2d6+7 piercing
Melee <>Main-gauche +12 (agile, disarm, finesse, parry, versatile S), Damage 2d4+7 piercing
Ranged <> Hand Crossbow +12 (range increment 60 feet, reload 1), Damage 2d6+2 piercing plus lethargy poison
Divine Innate Spells DC 18; 2nd darkness (at will), faerie fire (at will); Cantrips (2nd) dancing lights
Quick Draw <>The drow guard draws a weapon using the Interact action, then Strikes with that weapon.
Quick Reversal <> Requirements The drow guard is flanked by two enemies; Effect once per round, the drow guard makes a Strike against both flanking enemies with the same weapon at a -2 penalty. The second Strike has the same to hit as the initial attack and does not count for multiattack penalty.
Skewer <<>> The drow guard Strikes with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes 1d6 persistent bleed damage
G5 Virashi’s Prison (Moderate 5)
Door has Hardness of 10, hp 40 (BT 20) and a Force Open DC 20.
Society check DC 20 to know the history of Yaris’s death.
Drop the bonuses for Virashi’s gift to a +1 on attacks and skills, and +2 saves v. mental effects
[UNIQUE][CN][MEDIUM][GHOST][INCORPOREAL][SPIRIT][UNDEAD]
Perception +13; darkvision
Languages Common, Elven, Undercommon
Skills Acrobatics +13, Occultism +13, Performance +17, Stealth +15
Str -5, Dex +2, Con +0, Int +2, Wis +4, Cha +6
Site Bound
AC 22; Fort +12, Ref +16, Will +18
HP 90, negative healing, rejuvenation; Immune death effects, disease, paralyzed, poison, unconscious; Resistances all damage 7 (except force, ghost touch, or positive; double vs. non-magic)
Rejuvenation (divine, necromancy) killing the wight that was once Virashi’s lover Yaris allows her spirit to move on.
Speed fly 40 feet
Melee <> Ghostly Hand +16 (agile, finesse, magic), Damage 2d8+8 negative
Occult Innate Spells DC 25, +17 to hit; 4th charm; 3rd fear; 2nd [i]sound burst; 1st sleep; Cantrips (4th) ghost sound, inspire courage
Siren Song <><><> (auditory, magic, mental) The siren begins to sing, drawing creatures into their doom. All creatures within 100 ft must make a DC 25 will safe or become Entranced. Entranced creatures take no action except do what they can to move toward the siren. They take no action to defend themselves but receive a new save if they are attacked or enter a dangerous area. Regardless of their save, creatures are immune for 1 hour.
Critical Success unaffected by the song.
Success dazzled and flat-footed 1 round.
Failure flat-footed and move toward the siren as best they can 1d4 rounds
Critical Failure as failure for 1 minute, new save if attacked or endangered at -2.
If PCs make Virashi friendly or receive her boon, grant PCs experience as if they had defeated her.
G6 Haunt of Shadows (Moderate 5)
Chmetengo opens with fear to try and soften up his targets, he then moves in on his next turn to try and possess a party member. His preference is a cleric or other healer, but anyone will do. He flees to Shindiira once below half hit points. If he is alive during the battle in G9 he focuses on his ranged spells, fleeing once Shindiira goes down.
G7 Observation Post (Low 5)
A creature here can notice anyone approaching the door in G1, but hearing perception checks for things outside are at a -2 due to the sound of the surf. Xakihn is engrossed in his work and thus not paying attention. If a general alarm is sounded he will move to assist Shindiira in G9, but he will not investigate anything on his own, figuring the guards can handle any trouble that comes along. In combat he uses his ranged spells while trying to keep his animal companion between him and any attackers. If reduced to half hit points he attempts to flee to Shindiira’s side.
[UNIQUE][NE][MEDIUM][DROW][ELF][HUMANOID]
Perception +15; darkvision
Languages Common, Elven, Undercommon, Sylvan, Druidic
Skills Athletics +8, Deception +8, Nature +13, Occultism +12, Survival +10, Stealth +8
Str +2, Dex +2, Con +2, Int +4, Wis +5, Cha +2
Light Blindness
Items +1 hide armor, animal staff, lesser potion of healing
AC 21; Fort +12, Ref +9, Will +15; +1 status vs. magic, +2 status vs. mental
HP 65; Immune sleep
Speed 30 feet
Melee <> staff +11 (two-hand 1d8), Damage 1d4+5 bludgeoning
Divine Innate Spells DC 22; 2nd darkness (at will), faerie fire (at will); Cantrips (2nd) dancing lights
Primal Prepared Spells DC 22, attack +14; 3rd meld into stone, wall of thorns; 2nd acid arrow, flaming sphere, web; 1st fear, shillelagh, shocking grasp; Cantrips electric arc, produce flame, detect magic, guidance, know direction
Druid Order Spells DC22, 1 Focus Point; 3rd heal animal
THEYARDLYN CREATURE 2
Elite Giant Gecko
G8 Barracks (Low 5) 628
G9 Sea Cave (High Extreme 5 180xp)
As written, this encounter is above an extreme 5, and that is assuming that there aren’t any half dead guards or others who have fled to Shindiira’s side. But even that is misleading as the 180 includes exp for the charmed Orca, which I would expect most groups should be able to avoid, only risking attack if they get too close to the edge of the water. That being said I won’t begrudge the PCs an extra 20 exp, as they are WAY behind if they are going to hit 7th level before getting to Celwynvian.
The waterfall creates significant noise that will help the PCs avoid notice from those in G9. All creatures get a -1 to Auditory Perception checks and a +1 circumstance bonus to all saves versus auditory effects. These increase to +2 within 15 feet of the waterfall.
I build Shindiira as a Warpriest, as her original stats had her as a Fighter 1.
[UNIQUE][CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +15; darkvision
Languages Common, Elven, Undercommon, Abyssal
Skills Athletics +17, Deception +15, Intimidate +11, Religion +15, Occultism +13
Str +6, Dex +4, Con +2, Int +2, Wis +4, Cha +2
Light Blindness
Items +1 shadow splint mail, +1 striking flail, minor sturdy shield (Hardness 8, HP 64, and BT 32), bag of holding II
AC 25; Fort +14, Ref +13, Will +18; +1 status vs. magic, +2 status vs. mental
HP 111; Immune sleep
Shield Block <R>
Speed 30 feet
Melee <> flail +16 (disarm, sweep, trip), Damage 2d6+8 bludgeoning
Ranged <> hand crossbow +16 (range increment 60 feet, reload 1), Damage 1d6+5 piercing
Divine Innate Spells DC 25; 4th darkness; 3rd dispel magic, levitate (x3); 2nd darkness (at will), faerie fire (at will); 1st command (at will); Cantrips (4th) dancing lights
Divine Prepared Spells DC 25; 4th [i]harm (x3), chilling darkness, divine wrath; 3rd blindness, heroism, vampiric touch; 2nd darkness, heal, water walk; 1st bane, penumbral shroud, ray of enfeeblement[/i]; Cantrips (4th) chill touch, daze, detect magic, disrupt undead, divine lance
Channel Smite <><> Shindiira expends a casting of harm and makes a melee strike, if the strike hits it deals an additional 4d8 negative damage.
The 4 wine bottles are worth about 30 gp each. The PCs can get up to 40gp with the right buyer and a bit of leg work. Potions in G9d, 5 lesser elixirs of life, 2 each of moderate antidote and anti-plague, and 2 lesser comprehension elixirs, all labeled in undercommon. The outfits are worth 6 gp each and silver scroll tube worth 30 gp. The Bestiary is worth 20 gp, and giants a +2 item bonus to Occultism checks to identify or recall knowledge regarding creatures if consulted during exploration or downtime. The book on customs is worth 15 sp.
For defeating the drow and learning of the Armageddon Echo- 80 exp.
At this point if the PCs have done everything listed so far, and got every possible award, they should be at 1968 exp for the adventure. Or just 32 exp shy of 6th level.
Kelseus |
Concluding the Adventure
Defeat Akata Menace three low 5s
Have the PCs encounter at least one more group of Void Zombies and two more groups of Akatas. +80 exp for eliminating all the Akatas from Devil’s Elbow.
Deliver Noqual For bringing Noqual back to Riddleport, PCs gain 30 exp.
Rescue the Prospectors For each group of NPCs that are returned to Riddleport, the PCs gain another 30 exp, for a total of 90 for the Cyphermages, the Dwarves, and Clegg’s group. Grant them the same experience if they sell Zincher out to Erix.
With a possible 380 left on the island, PCs should finish at 2,348. Meaning they need another 652 to hit 7th level before the start of book 3. That’s more than 5 severe encounters or 8 moderates.
Possibilities for boosting experience before the start of book 3
2-4 random encounters, average of low-mod 4, up to 240 exp
Find abandoned/ransacked camp of Slyeg’s group, random encounter but PCs find can find evidence that the drow attacked the camp not the Akata, Mod encounter + 30 story award
Akata nest, a large Akata a level 5-6 creature + several smaller Ataka, mod to severe
This could net PCs a total of 470 exp. Getting them within 180 of level 7. You can add another 40 exp by bumping the Western Lighthouse up to a severe (see above). I am hesitant to add more encounters in the drow caves, as it will already sap the PC’s resources. This will put your party at 142 from level 7. A few random encounters on the way to the Meriani Forest will do the trick.
Kelseus |
[RARE][NE][LARGE][ABERRATION]
Perception +14; darkvision, no hearing, scent (imprecise) 30 feet
Languages Aklo (can’t speak); Telepathy (100 ft)
Skills Acrobatics +13, Athletics +15, Intimidate +11, Occultism +9. Stealth +13
Str +5, Dex +2, Con +5, Int -1, Wis +4, Cha +2
Hibernation After 3 or more days without eating, an akata queen can secrete resin that encases it in a noqual cocoon. The cocoon has Hardness 9, 40 HP, and a Broken Threshold of 18. It has resistance 5 to damage from magical sources. As long as the cocoon remains intact, the akata queen can't be harmed, and it doesn't need to eat or drink. While inside the cocoon, the akata queen gains lifesense 30 feet. The akata queen remains in a state of hibernation until it is exposed to extreme heat or senses a living creature, at which point it can burst free of its cocoon in 1d4 minutes.
No Hearing An akata queen has no auditory senses. It is immune to auditory effects, automatically critically fails Perception checks that require it to hear, and takes a –2 status penalty to Perception checks (but not initiative rolls) that involve sound but also rely on other senses.
AC 23; Fort +17, Ref +11, Will +14; +1 status vs. magic
HP 85; Immune disease; Resistances fire 5, magic 5, poison 5; Weaknesses salt water 5
No Breath akata queen doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).
Salt Water Vulnerability Salt water acts as an extremely strong acid to an akata queen. Full immersion in salt water deals 4d6 acid damage per round.
Speed 30 feet, climb 15 feet
Melee <> jaws +17 (agile), Damage 2d8+10 piercing plus void death
Melee <> tentacle (agile, reach 10 feet), Damage 2d6+5 bludgeoning plus grab
Constrict <> 2d6+5 bludgeoning, DC 23
Void Death (disease, virulent) An akata queen implants its parasitic larval young into any creature it bites, but only Medium or Small humanoids make suitable hosts; all other creatures are immune to this disease; Saving Throw DC 24 Fortitude; Stage 1 drained 1 (1 day); Stage 2 drained 2 (1 day); Stage 3 drained 2 and fatigued (1 day); Stage 4 dead and corpse rises as a void zombie in 2d4 hours
Kelseus |
That Akata Queen is a really nasty looking creature. I love it.
I figured if I was going to suggest it to others, I might as well put it together. I really enjoyed putting it together, but I did have to resist giving her a ton of abilities.
I really like the idea of this giant creature that doesn't growl or pant or anything, but is constantly shouting alien words into your brain while she is trying to lay her eggs in your body.
Kelseus |
Possibilities for boosting experience before the start of book 3
2-4 random encounters, average of low-mod 4, up to 240 exp
Find abandoned/ransacked camp of Slyeg’s group, random encounter but PCs find can find evidence that the drow attacked the camp not the Akata, Mod encounter + 30 story award
Akata nest, a large Akata a level 5-6 creature + several smaller Ataka, mod to severeThis could net PCs a total of 470 exp. Getting them within 180 of level 7. You can add another 40 exp by bumping the Western Lighthouse up to a severe (see above). I am hesitant to add more encounters in the drow caves, as it will already sap the PC’s resources. This will put your party at 142 from level 7. A few random encounters on the way to the Meriani Forest will do the trick.
I just wanted to comment on this now, as it might be a few months before my write-up for Armageddon Echo is ready to post. As I am looking at AE, it looks like this gap in Exp is not too much of a hassle. One of the problems with AE is that it is only 2 levels, but it is jam packed with fun stuff to do. So how do I keep my party from outgrowing the AP while also not limiting the fun? By ending Children of the Void with about half of level 6 still left gives you much more breathing room to play in the Celwynvian sandbox.
TLDR; don't worry about the slow exp in book 2, you can easily make it up in book 3.
Ken Blaney |
Kelseus wrote:
Possibilities for boosting experience before the start of book 3
2-4 random encounters, average of low-mod 4, up to 240 exp
Find abandoned/ransacked camp of Slyeg’s group, random encounter but PCs find can find evidence that the drow attacked the camp not the Akata, Mod encounter + 30 story award
Akata nest, a large Akata a level 5-6 creature + several smaller Ataka, mod to severeThis could net PCs a total of 470 exp. Getting them within 180 of level 7. You can add another 40 exp by bumping the Western Lighthouse up to a severe (see above). I am hesitant to add more encounters in the drow caves, as it will already sap the PC’s resources. This will put your party at 142 from level 7. A few random encounters on the way to the Meriani Forest will do the trick.
I just wanted to comment on this now, as it might be a few months before my write-up for Armageddon Echo is ready to post. As I am looking at AE, it looks like this gap in Exp is not too much of a hassle. One of the problems with AE is that it is only 2 levels, but it is jam packed with fun stuff to do. So how do I keep my party from outgrowing the AP while also not limiting the fun? By ending Children of the Void with about half of level 6 still left gives you much more breathing room to play in the Celwynvian sandbox.
TLDR; don't worry about the slow exp in book 2, you can easily make it up in book 3.
We'll see where we are when we get there, but I was thinking about subbing in a juiced up Feast of Ravenmoor (mostly for the story, encounters would have to be homebrew) between Children of the Void and Armageddon Echo if I felt I needed to up the XP a bit. (Although I probably won't need to because we did a few encounters before the Gold Goblin heist which gives me a bit of XP cushion.)
Historically this group has been a little more goal oriented than completionist, so they *might* end up missing more than a few things along the way in AE which would make Endless Night interesting. (Although I haven't re-read EN yet and honestly cannot remember the major fights that happen there.)
Ken Blaney |
We finally got to the "Gold Goblin Job" tonight. This was the intro of about half the group to Pathfinder 2e, so I'm glad I didn't start with it. There are a ton of NPCs in it and even using the standard tricks to speed up combat (grouping initiative, rolling to-hit and damage together, etc.) there were some definite slow points and a point where I needed to fudge a damage roll so that a PC would get the kill against Angvar instead of an NPC.
I have 5 PCs, so I adjusted upwards slightly and the Severe 1 ranking was still roughly about right. I had one PC go down but recover and two others at low single digits. So a pretty successful conversion for a tricky encounter. I did an encounter exactly like "First Night" before tonight (since it is a much more straight forward encounter to break people in to 2e), so I'll be skipping that, but as a Severe 1 it gave roughly the same results as this Severe 1.
The interesting thing that happened is that Angvar would have most likely gotten away with the loot if it wasn't for the Monk being absolutely scandalized by the debauchery and deciding to stay outside. He ended up cutting off their escape very nicely.
Granted, the problem I had is a problem with running huge combats in general, not this particular encounter itself. I think for the Attack on the Foam Runner I'll give the PCs control of their character plus one bouncer if they personally decide to take one along. That way the balance of the encounter is kept and the players have something to do.
Kelseus |
Historically this group has been a little more goal oriented than completionist, so they *might* end up missing more than a few things along the way in AE which would make Endless Night interesting. (Although I haven't re-read EN yet and honestly cannot remember the major fights that happen there.)
I just read through EN this weekend and while AE has more than enough Exp to get a group up to 9th level with little effort, EN has almost NO experience (short of them trying to murder all of house Vonnarc). Certainly not enough to get a group up to 12th level for Book 5.
I anticipate a major rewrite of EN to really take advantage of the very unique setting.
Ken Blaney |
Ken Blaney wrote:Historically this group has been a little more goal oriented than completionist, so they *might* end up missing more than a few things along the way in AE which would make Endless Night interesting. (Although I haven't re-read EN yet and honestly cannot remember the major fights that happen there.)I just read through EN this weekend and while AE has more than enough Exp to get a group up to 9th level with little effort, EN has almost NO experience (short of them trying to murder all of house Vonnarc). Certainly not enough to get a group up to 12th level for Book 5.
I anticipate a major rewrite of EN to really take advantage of the very unique setting.
Yes. I imagined a lot of Eternal Night was going to involve story XP and the set piece adventure. I might aim to end Armageddon Echo a bit higher as I have the feeling my group is going to blitz right through the standard story if I let them.
Ken Blaney |
Ran "An Unfriendly Warning" in the most recent session. Poison really is no joke in Pathfinder 2e. Despite being Trivial 2 for them, a lucky bite and some mildly unlucky Fort saves almost dropped the monk to unconscious. Next session will be St. Casperian's Salvation.
In this case what I'm going to do is "A Missing Employee" will lead them to looking around St. Casperian's for someone to make an introduction to Smeed. Because I've wanted to do a puzzle using the Magpie Rhyme for a while and I am a sucker for inter-AP references, the group will meet up with ill-fated pirate Jakes Magpie (from Skulls and Shackles) who will tell them the code to get into Smeed's trust after they liberate the mission house. They might have enough time that same session to go after Smeed as well which will set us up for a whole session just for ''The Raid'' (where I expect them to hit level 3).
Ken Blaney |
Ran the first part of St. Caspieran's Salvation. My PCs are level 2 so with a few additions (like a second Fetch) the entire second floor minus the scorpion fight and the fight with The Splithog Pauper (which I placed in the Belltower) ended up as a Severe 2 encounter. This was the first Severe encounter that didn't end up with a PC unconscious at some point which I can contribute to their attacking from two fronts and making good use of the hallways.
In The Scorpion Fight poison once again proved pretty scary for the PCs. They all get that going unconscious is not a big deal, but going unconscious with persistent damage will kill them quickly.
I added an extra sniper to the fight with Beltias to keep the last fight left a Severe encounter for a set of 5 level 2 PCs. Since Beltias has an ambush set for them I'm sure that will go a lot different than the fights with the rest of the gang.
Ken Blaney |
Lucky crits are no joke. The fight with Beltias and Smeed both almost ended poorly for two PCs when a crit brought them down to Dying 2 each time. The PC who was at Dying 2 with Smeed then crit failed his stabilizing roll, but luckily had a hero point to allow him to re-roll. The fight with Smeed ended up, on paper, even easier than expected because the group was level 2 before hand and I didn't adjust the encounter upwards to account for that. So even with 1 extra level and 1 extra PC, we still got close to a player death.
Ken Blaney |
Ran The Raid tonight. Group 1 and 2 were somewhat surprisingly something of push overs. I think I spaced Group 1 out too much since PF2 is so dependent on positioning and the like. Half the PCs chased Group 2 out the back door after Jasker got to 1 HP so I took that opportunity to activate Group 3 and 4 at the same time to split the party and up the danger and chaos. The Monk at the back door went down and his back up cleric went down to 5HP and he used his last Heal for the day thinking that would be the end of one or more of them. So I took the opportunity to drop Sarenrae's minor boon on them turning the tide of the battle. (They just rescued St. Casperian's earlier that day. It fit narratively pretty well.)
All in all, I'm impressed how well PF2e works even if the combats are stacked back-to-back in huge fights with lots of combatants on both sides. The math just sort of works out.
Ken Blaney |
I'm setting up Zincher's Camp in Roll20 currently. For the Axebeaks I'm using a Deinonychus with a re-skin (re-feather?) and for Erix I'm using a Monster Hunter swapping the Greataxe for a Maul. Erix general look lends itself to Barbarian more than Ex-Monk as is, so I think it works pretty well. Finally I'm using an Elite Gang Leader for Zincher.
My PCs broadly don't like most of the crimelords of Riddleport (especially Zincher) and are generally a little foolhardy, so I've a good feeling that they are going to start a fight in the camp. Makes me think it will be especially important. If they get Erix to switch sides I'll do the "as if defeated in combat" standard for XP.
For 5 PCs:
10 of Zincher's men - Moderate 5 by sheer numbers
5 Axe Beaks - Low 5
Zincher and Erix - Extreme 5
If it looks like they are winning Erix joins them and they win automatically. If they have to run after killing all of Zincher's men then they are going to be in a manhunt on the island which will be interesting.
I'll probably run this with Zincher and Erix letting the Axe Beaks go while the PCs fight the first encounter so there's 1 round of rest between those two, then Zincher coming out and doing something of a taunting villain speech giving another 2 rounds for them to prep. I'm okay with this being an Extreme encounter because the PCs really *shouldn't* go in like that, but they probably will.
Edit: Erix is undercover so probably won't use his Rage unless the PCs are targeting him over Zincher or refuse to take his side when he does his heel-face-turn. This mitigates the danger of the Extreme encounter a bit, but it could still easily kill a PC or two.
Ken Blaney |
Braddikar and his group ended up as a pretty good encounter. I flipped the script on the encounter so it was actually the PCs stealing Zincher's supplies. The PCs didn't bring any bouncers (see below) and largely ran point on the whole job finding out exactly when the ship was coming in. The group really thought they got in over their heads at first but then with some strategy and luck they turned the tables and won.
Not really PF2 related, but I added a side story about an upstart group of pirates that the PCs took a liking to. Instead of bringing the bouncers they brought the pirate crew with the promise of giving them the ship after they robbed the cargo. (My Chaotic Good party is slowly dragging themselves Evil, haha.) So I changed horses mid-stream and changed the Foam Runner to the Flying Cloud. Now the PCs will have a trip to Devil's Elbow with a friendly pirate crew already lined up on the same ship that is already mentioned in Book 2. Again, not PF2 related, but I felt clever and wanted to share.
Ken Blaney |
Boneyard ambush worked out pretty well, but I think Kwava was maybe a bit overpowered for the encounter. His showing up was the turning point of the encounter (the PCs had met him once already due to story changes I made, so it wasn't completely out of no where). That said, Kwava saved the monk from death at the hands of one of the wererats.
Also, I couldn't resist... I decided I'd have 1 wererat make 1 bite attack against 1 PC before getting yelled at by his allies. The PC failed the save against "rabies". I'm one of those GMs that keeps track of dates, so I also happen to know that the next full moon is in about 5 days. Should give them just enough time to take back the Goblin and get settled in their downtime while they search the entire compound.
Ken Blaney |
The PCs on finding out their bard is a wererat now:
"How much does Remove Curse cost?"
"40gp if you can find someone to cast it."
"Hmm... that sounds like a <bard> problem. How much do silver manacles cost?"
I feel like my PCs ended up on the poor side here toward the end of Book 1. This is somewhat expected in both 1e and the 2e conversion as they haven't found either chest or the adamantine chisel (reskinned as Sovereign Steel in my game for a handful of reasons) in the underground yet. I'll re-gauge the treasure here at the end of the book.
I ended up slightly ahead of the normal XP budget from the stuff I added in before the Gold Goblin Job. They are currently entering the caves under the Goblin at level 4. I expect them to close out the book at around 4,600 total XP.
Ken Blaney |
Finished book 1 tonight.
My PCs were level 4 going into the caves below the Gold Goblin. I was a little worried that meant they would stomp everything down there until the final encounter. It actually worked out to be the exact opposite. They actually struggled a bit with a lot of the encounters, especially the aquatic gricks. The final encounter, however, ended up being drastically scaled back when Depora critically failed a Will save against the bard's Charm spell making her helpful. The fight became something of a stand still as she backed her way to the ladder and escaped.
Luckily, the bard followed her so I still got to do the "stand at the top of the Gate while the mini-Earthfall happens". So, not a total loss. It does mean I wasn't able to get a good measure on the power of the boss. She managed to get a shot off against the PCs one of whom said, "She is not messing around with that crossbow". So I think they all relaxed a bit that they didn't need to fight her to get the journal. (But they'll see her again in Book 2.)
Ken Blaney |
I'm setting up Zincher's Camp in Roll20 currently. For the Axebeaks I'm using a Deinonychus with a re-skin (re-feather?) and for Erix I'm using a Monster Hunter swapping the Greataxe for a Maul. Erix general look lends itself to Barbarian more than Ex-Monk as is, so I think it works pretty well. Finally I'm using an Elite Gang Leader for Zincher.
My PCs broadly don't like most of the crimelords of Riddleport (especially Zincher) and are generally a little foolhardy, so I've a good feeling that they are going to start a fight in the camp. Makes me think it will be especially important. If they get Erix to switch sides I'll do the "as if defeated in combat" standard for XP.
For 5 PCs:
10 of Zincher's men - Moderate 5 by sheer numbers
5 Axe Beaks - Low 5
Zincher and Erix - Extreme 5If it looks like they are winning Erix joins them and they win automatically. If they have to run after killing all of Zincher's men then they are going to be in a manhunt on the island which will be interesting.
I'll probably run this with Zincher and Erix letting the Axe Beaks go while the PCs fight the first encounter so there's 1 round of rest between those two, then Zincher coming out and doing something of a taunting villain speech giving another 2 rounds for them to prep. I'm okay with this being an Extreme encounter because the PCs really *shouldn't* go in like that, but they probably will.
Edit: Erix is undercover so probably won't use his Rage unless the PCs are targeting him over Zincher or refuse to take his side when he does his heel-face-turn. This mitigates the danger of the Extreme encounter a bit, but it could still easily kill a PC or two.
Turns out I know my players really well. Tonight they raided Zincher's camp. With some good stealth rolls, they positioned themselves to fireball many of the thugs to kick things off. 2 PCs were knocked unconscious, 1 was healed and got back up only to be knocked unconscious a second time.
I'd like to say that the PCs survived because of some lucky rolls, but mostly it came down to generally solid strategy and good teamwork. There was once incident with a summoned Blindheim where the wizard accidentally blinded himself, but other than that this was probably their single most tactical fight we've had since the beginning of the campaign.
Ken Blaney |
Getting to the end of Children of the Void here. (Then we are moving back to Book 3 of Iron Gods in a 1e game.) Ran an encounter of Drow Guards from above as a moderate encounter and it seemed tuned about right (6 Drow Guards vs 6 level 6 PCs). No PCs knocked unconscious as expected in a moderate encounter, but there were some close calls that had to be overcome with some strategy.
Kelseus |
Thank you for the yeoman's work you are putting in. We are starting the first weekend in June and I am following this religiously. Thank so much for the effort and time you've put in.
Thank you. I have all of Armageddon Echo written up, I just haven't had the time to post it with work and all. I will try to get it going in the near future.
I've started working though Endless Night, but it's going to take a lot of work.
My group finished Children of the Void, but that campaign is on an extended hiatus (we have rotating GMs). I don't expect to start up running again until late fall at the earliest.
Kelseus |
The Armageddon Echo
The beginning of this book has a gap in experience, by about half a level. If your PCs are behind, I suggest either an encounter or two in town (maybe a Drow assassin, or one from the crime lords, or even from Clegg for revenge) or on the road to Celwynvian. For a random encounter on the road, I think a bulette would work well. At level 8 it is a moderate encounter all by itself. Other possibilities are raiders, a pride (5-6) of lions, a hill giant, a pair of Striding Fires from the Bestiary 2 feel very apropo as brush fires can be very dangerous on a plain. Once the PCs veer off to the west toward the forest you can also include some hill/mountain monsters, again hill and stone giants, 4 ogre warriors and an ogre boss for a severe, or 4 ogre gluttons for a moderate, 4 trolls for a severe.
This book is in the unusual position to have more than enough exp to get your party up to 9th level with little trouble. Unfortunately, the next book is very light on encounters and experience. It is easier to get PCs from level 7 to 10 in this book than level 9 to 12 in the next. Therefore I am beefing up the encounters here, particularly in the Echo to get the party three full levels by the end of the book.
Kelseus |
PART ONE: THE PATH INTO PERIL
Velashu Horse Lords
DC 15 perception to see the cloud of dust, DC 22 (hard expert) to make out riders. These drop to 10 and 15 once the group gets within 100 feet. The horses are effectively level 3 items, the level of a +1 skill bonus (dropped from a +2 which is a level 9 item). A level 3 item has a price of 45 to 60gp. As this “item” is attached to a horse, I would put it on the low end. Price the horses at 55 and 100gp for the light and heavy, respectively. +10 exp for encounter
Hunters in the Forest (Moderate 7)
There are no Forest Drakes yet in P2, but there is a level 5 flame drake and a level 6 jungle drake and the bestiary does have a blurb about Forest Drakes: “Forest drakes have green hides, spit acidic clouds, and can be found in temperate woodlands.” Most drakes have a reaction, they all have speed surge, draconic frenzy. The 3.5 version is aquatic so add that too. I am putting them at level 6 to help boost the encounter, and make them usable a bit longer as a random encounter.
[LE][LARGE][AMPHIBIOUS][DRAGON][ACID]
Perception +13; darkvision, scent (imprecise) 30 feet, smoke vision
Languages Draconic
Skills Acrobatics +13, Athletics +15, Stealth +11 (+15 in forest), Survival +11
Str +5, Dex +3, Con +4, Int -1, Wis +1, Cha +1
AC 23; Fort +17, Ref +14, Will +11
HP 90; Immunities acid, paralyzed, unconscious
Attack of Opportunity <R> Fangs only.
Speed 20 feet, fly 50 feet, swim 30 feet
Melee <> Fangs +17 [+12/+7], Damage 2d8+6 piercing plus 1d6 acid
Melee <> Tail +17 [+12/+7] (reach 10 feet), Damage 2d6+8 bludgeoning
Draconic Frenzy <><> The forest drake makes two Fangs Strikes and one Tail Strike in any order.
Acidic Cloud Breath <><> ( acid, arcane, evocation) The forest drake expels a ball of acid to a range of 50 feet that explodes in a 10-foot burst. Creatures in the burst take 4d6 acid damage (DC 22 basic Reflex save). The cloud remains for 1d4 rounds, and any creature starting their turn in the cloud takes 2d6 acid damage (Reflex negates). The forest drake can’t use Acidic Cloud Breath again for 1d6 rounds.
Speed Surge <> (move) The forest drake moves up to twice its Speed. It can do this three times per day.
One of the problems with this AP is that many of the elves are written as insular a%~*+@#s. Making the PCs not really want to help them. Kaerishiel is just the first example. He is written as abrasive, boorish, ungrateful, and outright hostile to the PCs. This is a guy the PCs are supposed to care so much about that they risk their lives to jump into an unknown portal to save?
I have mostly rewritten him. Instead of LN, I will play him as CG. While he believes this is an internal elven matter, and that bringing the PCs here just puts them into harm’s way, he harbors no ill will toward them in particular. He may be short with them, but not rude. While he would not have invited them, he accepts the decisions of his superiors and doesn’t hold it against the PCs.
After the fight with the drakes he should greet them as such: “Greetings and well met travelers. I am Kaerishiel, Warden of these woods. Might I inquire as to your business in Mierani Forest?” Once the PCs mention either the journals, drow or Kwava he states, “I have been expecting you. Kwava had sent word ahead, but short descriptions are never quite exact. One cannot be too careful. Please allow us to escort you to Crying Leaf.” If the PCs try to ask questions, he politely demures, “Lady Eviana can answer your questions once we reach our destination. It is best not to speak here, more than my men watch in these woods.”
Kelseus |
Crying Leaf
Crying Leaf markets allow the PCs to access the Kyonin markets, being effectively a level 10 settlement for purposes of buying or selling or commissioning custom crafting. They also have access to any uncommon Elf item. There is a 50% of access to an uncommon arcane spell, 45% for divine or pirmal, only 40% for occult, with a 5% reduction for each spell level above 1st (45% for arcane 2nd, 40% 3rd etc.).
Eviana offers the PCs 200 gp, but I would allow a free sense motive check to see that she hopes they won’t take it. Otherwise just play her as written. 30 exp for giving books to the elves and joining their cause.
Once dismissed, Kaerishiel escorts the PCs back to their lodge in silence, with a contemplative, and somewhat worried, look on his face. Once at the lodge he bids them good night. He begins to leave but turns back to the PCs. He comes off as bemused and maybe a bit concerned.
“I admit, I must congratulate you on your accomplishment. I have been urging Eviana to go to war with the dark elves for months, and you have managed to push her to action almost by accident. Rest well, we will be leaving here soon.”
Off to War
When Kaerishiel arrives the next morning he escorts them again to see Eviana. After the meeting he leads them back to the lodge. “This is where we must part for some time. I hope you are as capable as you claim, for you stride headlong into grave danger.”
Kelseus |
PART 2: THE BATTLE FOR CELWYNVIAN
I really like this section of the book and there is a lot here for a GM to really immerse their party into the atmosphere of an ancient abandoned city. A few years back, another person posted about his experience running the AP in D&D 5E. He has some really great ideas on beefing up this book and foreshadowing the next 3 books. You can find his thread HERE, and you should definitely check it out. While his comments seem to show that his group actually finished the AP (or got very close) he unfortunately never posted anything past this book. I am stealing some of his ideas, including the use of the Recorporeal Incarnation spell on troglodytes and giving Razorhorn a more interesting encounter.
No need to have Karishiel’s “distrusting gaze” on the group.
Planning the Attack
Most of this can be run as written. I would suggest really focusing on the idea that the plan is to slowly work in from the exterior, weakening the Drow and cutting off their avenues of escape or access to weapons. Only once this is done can the assault on the Academy begin. This is very much urban warfare, where you have to take the city, building by building, block by block or risk leaving pockets of enemies to attack you from behind.
Kaerishiel can still suggest that his men are more than capable of taking the library, but he can advocate for his men without bashing the PCs. He doesn’t need to fume. If the PCs confront him, he should be honest. “I apologize. My comments were not meant to be an affront to you or your abilities. It is just that this is an internal affair. What is the saying you humans are fond of? We must clean our own house.”
Adventuring in Celwynvian
Movement- While the map of Celwynvian doesn’t have a scale, comments on the messageboards seem to indicate it was supposed to be about 2000 ft across. This means the PCs could cross in about 8 minutes. Now the book does say that moving is at half speed, but still, 16 minutes to walk from one end to the other? This feels a bit small. I suggest treating each inch as 1000 ft. That makes the city about a mile from one end to the other, walkable but not claustrophobic.
Another thing is visibility. The map on page 50 gives the impression that most of Celwynvian is fairly open, thus allowing for sight lines straight down the main thoroughfares. I think the illustration on page 48 is a better representation of the city. The “forested” parts of the map are heavily forested, meaning difficult terrain and very limited visibility (concealed after 10 feet, hidden after 15). Even in the open areas, the entire city is at least a light to moderate forest. Visibility is limited beyond 30 feet. This also helps to increase the verisimilitude of an unknown number of drow moving unseen throughout the city.
Unless the PCs are moving to a specific known location, I would have this go similar to hex-ploration. There are a lot of still standing buildings, some larger or smaller than others. Give the PCs the opportunity to explore unestablished locations.
Recovery- with the advent of Medicine and Treat Wounds, the PCs shouldn’t have trouble keeping their hp up. Have at least one remove _____ spell available for the PCs a day, with a counteract level of 5.
Kelseus |
Drow Statistics
Problem with the way Pathfinder 2 does experience, a creature that is less than Party level -4 is worth zero experience. Two of the four encounters in the Library (see part 3) are worth no experience and the skirmishers barely register at only 10 exp each (once PCs hit level 8 they are worth nothing).
Replace any creature below level 3 with a level 3 (once PCs hit 8th move them to 4). I don’t intend to use any skirmishers to try and beef up exp, but I have included a write up here for completion’s sake.
[CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +12; darkvision
Languages Common, Elven, Undercommon
Skills Acrobatics +10, Athletics +7, Deception +9, Survival +7, Stealth +10, Thievery + 10
Str +1, Dex +4, Con +3, Int +1, Wis +1, Cha +1
Light Blindness
Items leather armor, +1 shortsword, crossbow, 10 bolts, 10 alchemical bolts
AC 19; Fort +6, Ref +12, Will +9; +1 status vs. magic, +2 status vs. mental
HP 59; Immune sleep;
Nimble Dodge <R> Trigger A creature targets the Skirmisher with an attack; Effect The Drow Skirmisher deftly dodges the attack, gaining a +2 circumstance bonus to AC against that attack.
Mobility If the Skirmisher strides no more than half their speed, that movement does not trigger reactions.
Speed 30 feet
Melee <> short sword +10 (agile, finesse, versatile S), Damage 1d6+6 piercing
Ranged <> Crossbow +10 (range increment 60 feet, reload 1), Damage 1d8+2 piercing plus 1d6 fire or acid.
Divine Innate Spells DC 17; 2nd darkness (at will), faerie fire (at will); Cantrips (2nd) dancing lights
Sneak Attack +1d6 against flat-footed creatures.
[CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +12; darkvision
Languages Common, Elven, Undercommon
Skills Acrobatics +10, Athletics+13, Intimidation +8, Stealth +12
Str +5, Dex +4, Con +3, Int +2, Wis +2, Cha +2
Light Blindness
Items breastplate, +1 striking scimitar, crossbow, 10 bolts, 10 alchemical bolts
AC 22; Fort +15, Ref +12, Will +9; +1 status vs. magic, +2 status vs. mental
HP 91; Immune sleep; Resistance slashing 2;
Attack of Opportunity <R>
Opportune Parry <R> Trigger Drow Soldier would be hit with a melee Strike; Effect The Drow Soldier snaps his scimitar into place to parry the attack, granting a +2 to his AC against the Strike.
Speed 30 feet
Melee <> Scimitar +15 (forceful, sweep), Damage 2d6+7 slashing
Ranged <> Crossbow +13 (range increment 60 feet, reload 1), Damage 1d8+6 piercing plus 1d6 fire or acid.
Critical Specialist When the Drow Soldier crits with his scimitar, the creature is flat-footed until the start of the Soldier’s next turn.
Swipe <><> The Drow Soldier makes a wide arching swing. The Soldier makes a single Scimitar Strike with a +1 bonus and compares the roll to the AC of up to two adjacent creatures within reach. This counts as two attacks for MAP.
Divine Innate Spells DC 19; 2nd darkness (at will), faerie fire (at will); Cantrips (2nd) dancing lights
[CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +13; darkvision
Languages Common, Elven, Undercommon, Abyssal, Draconic
Skills Arcana +15, Deception +17, Intimidation +17, Occultism +15, Stealth +13
Str +2, Dex +4, Con +2, Int +2, Wis +4, Cha +6
Light Blindness
Items one worn item, level 3 to 4; level 4-5 wand; scrolls spell level 2 and 3
AC 22; Fort +12, Ref +15, Will +18; +1 status vs. magic, +2 status vs. mental
HP 87; Immune sleep
Speed 30 feet
Melee <> dagger +13 (disarm, finesse, reach, trip), Damage 2d4+2 slashing
Ranged <> Crossbow +13 (range increment 60 feet, reload 1), Damage 1d8+2 piercing plus 1d6 fire or acid.
Divine Innate Spells DC 25; 2nd darkness (at will), faerie fire (at will); Cantrips (4th) dancing lights
Arcane Spontaneous Spells DC 27, attack +19; 4th fly, solid fog, spell immunity (3 slots); 3rd fireball, haste, lightning bolt, paralyze (4 slots); 2nd false life, dispel magic, invisibility, telekinetic maneuver (4 slots); 1st befuddle, magic missile, goblin pox, true strike (4 slots); Cantrips (4th) acid splash, detect magic, electric arc, ray of frost, shield
This is an alternative spell list for the Arcanist (Occultist?)
Occult Spontaneous Spells DC 27, +19; 4th confusion, dimension door, phantasmal killer (3 slots); 3rd blindness, heroism, slow, vampiric touch (4 slots); 2nd false life, hideous laughter, spiritual weapon, touch of idiocy (4 slots); 1st command, fear, spider sting, ray of enfeeblement (4 slots); Cantrips (4th) chill touch, daze, detect magic, shield, telekinetic projectile
I’ve bumped up the Captain to level 8.
[CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +16; darkvision
Languages Common, Elven, Undercommon, Abyssal
Skills Athletics+18, Arcana +13, Intimidation +13, Religion +16
Str +6, Dex +2, Con +3, Int +2, Wis +4, Cha +3
Light Blindness
Items +1 breastplate, +1 striking whip, lesser sturdy shield (hardness 10, HP 80, BT 40), crossbow, 10 bolts, 10 alchemical bolts
AC 26; Fort +16, Ref +12, Will +19; +1 status vs. magic, +2 status vs. mental
HP 133; Immune sleep
Shield Block <R>
Speed 30 feet
Melee <> whip +17 (disarm, finesse, reach, trip), Damage 2d6+8 slashing
Ranged <> Crossbow +15 (range increment 60 feet, reload 1), Damage 1d6+6 piercing plus 1d6 fire or acid.
Divine Innate Spells DC 26; 4th darkness; 3rd dispel magic, levitate (x3); 2nd darkness (at will), faerie fire (at will); 1st command (at will); Cantrips (4th) dancing lights
Divine Prepared Spells DC 26, attack +18; 4th divine wrath, harm (x4), reflective scales, 3rd fear, vampiric touch (x2); 2nd ghoulish cravings, spectral hand, spiritual weapon; 1st command, heal, ray of enfeeblement; Cantrips (4th) detect magic, daze, divine lance, light, shield
Cleric Domain Spells DC 26, 2 Focus Point; 4th cry of destruction, destructive aura
Harming Hands When casting harm the Drow Captain rolls d10s.
Sap Life When the Drow Captain damages a living creature with a harm spell, she regains hit points equal to the spell level.
Alchemical Bolts- bolts deal an additional 1d6 fire or acid damage and a 1d4 persistent on a critical hit. Other varieties may exist, dealing electric, cold, or sonic damage.