
Kelseus |

Random Events Sidebar
Most of these are just descriptive, not much to convert here. Each event grants 10 experience, this is before the 10 exp for any BP earned, see below.
Shadow overhead- DC 22 Perception (hard expert) to spot winged shape.
Hail of Arrows- Each PC targeted 1d4 times, +11 to hit, deals 1d8+5 damage. At level 7, AC should range from 22 for an unarmored wizard, to 30 for a Champion with a raised shield, with average at 25. At +11, PCs will average about 8 damage. Enough to get their attention, but not so much that they have to retreat and heal up, even for the 41 hp elven wizards.
Crumbling Building- building collapses, 3d8 damage within 20 ft., basic reflex
Chance Meeting- cleric has a casting of 3rd level heal burst.
Leftover Spell Effect- PCs come upon an ongoing spell effect. It only lasts for 1d3 rounds and then dissipates. If the PC’s interact with the spells effects DC is 22. 1–entangle, 2–web, 3–stinking cloud, 4–wall of fire, 5–wall of wind, 6–wall of thorns.
Monster Sighting- for the second time you roll this use the stats for Arboreal Regent (Mod 7).
Victory!
For each Battle Point the PCs gain, award them 10 exp. The awards should be either a level 9, 8, 6 or 5th level item.

Kelseus |

PART THREE: THE LIBRARY OF DUST
Kaerishiel comes to the PCs the next morning, whispering to awaken them. “Come my friends, you don’t want to sleep through the whole battle.” The camp is a flurry of activity, but it is oddly quiet as the elves move with practiced grace and efficiency.
A1 Approaching the Library (Moderate 7)
4 Drow Soldiers. DC 17 to climb the exterior of the building. DC 22 to force open the doors.
Drow on the roof are particularly vigilant, their Perception DC is 24. They get +2 to AC for cover from anyone on the ground (and can Take Cover to get +4). Any still alive once the PCs get inside will follow.
A2 Spider Infested Lobby (Trivial 7)
Here we run into our first experience sink. As written it is 3 level 1 spiders. This is a Trivial 4! You can run it as is, and just let the PCs walk over the encounter OR replace the spiders with 4 level 3 monsters or 3 level 4s. For level 3, Weblurkers work well and allow you to keep the theme of the room. An alternative is to reskin a trio of Scorpion Swarms (level 4) as spiders instead or even a mix of the two.
A3 Hall of Memories (Low 7)
Again this encounter has level 2 Dretches, which falls off the experience chart. I like replacing them with Abrikandilu, as they fit the theme of destruction really well. Using at least 4 creatures bumps this to a Low 7 and again captures the feel of the encounter as written. Use the same stats as their Hurled Debris attack, but modify the damage to 1d6 piercing and 1d6+4 electric with 15 ft splash damage of 5. The Eloquan orb allows the PC to make an Ancient Elven Lore check with a +15 (level 7 item). A PC carrying the orb in a bag and fails a reflex save or takes falling damage takes the splash damage. If they are holding it in their hand they take full damage. While the globe can be sold for 500gp, it is a priceless artifact of the elven people and they would be eternally grateful for its return. Returning the orb grants 1 BP.
A4 Decayed Archive
Lock is average quality.
A5 Crumbling Stacks (high Moderate 7, 100exp)
2 Soldiers and a Captain. DC 20 Athletics check to knock over the bookshelves. Anyone underneath takes 2d6 bludgeoning damage, basic reflex DC 20. Each bookshelf has what is effectively a reaction to attempt an Athletics check to Shove the next bookshelf with a +10 and a cumulative +1 for each prior shelf in the line. The 20 foot dust cloud grants concealment to all creatures in the area. DC 20 Fortitude save or be sickened 1. Searching the rubble or shelves reveals a scroll. I suggest having an uncommon spell of a spell list available to one of your party members.
As of this writing there are 11 uncommon 4th level spells that aren't from a specific AP (traditions): detect scrying (A, O), discern lies (A, D, O), ghostly tragedy (D,O), glibness (O), globe of invulnerability (A, D, O), hallucinatory terrain (A, O, P), modify memory (O), private sanctum (A, O), read omens (D, O), rope trick (A, O), talking corpse (D, O). Hopefully you have an occult caster in your party and not a primal one.

Kelseus |

PART FOUR: ALCHEMICAL RAID
B1 Dangerous Ruins (Trivial 7)
The book has a single Drider here, which somewhere between 3.5 and P2 dropped a level. As a level 6 creature, this is below a trivial encounter (30xp). Instead I think this is a good opportunity to introduce some of the unique Pathfinder fleshwarps. Grothlut are only level 3, but they are immune to acid, making them ideal for this location. Use 4 of them to hit Trivial 7. The debris/acid pools are greater difficult terrain, and deal 1d4 acid damage for every 5 feet a creature moves through it, all creatures within the acid pools must also make a Fort save DC 20 or be sickened 1.
B2 Laboratory (Moderate 7)
Again with the low level minions! Ilverae Parastric is clearly an alchemist instead of a bard. I like the troglodytes, as it is a good spot to introduce them as Drow slaves. Use the stats for the Xulgath Leader, at level 3. They bring this encounter up to a Moderate.
The kettles require an interact action to push over, 10 foot line, 2d6 fire + 2d6 acid, basic reflex DC 20. If the tanks take more than 5 damage they burst in a 10 foot radius. The Green one deals 4d6 acid, basic reflex DC 23. The Black one requires a DC 23 fort save. Critical Success- no effect; Success- slowed 1; Failure- stunned 1 round, slowed 1 and fatigued for 1 minute; Critical Failure- unconscious 2 minutes, cannot be roused by normal methods, but get a new save if they take damage.
Grabbing a random flask, roll a d12. 1-3: harmless, deals 1d4 piercing damage; 4-5: elixir of life, target healed 2d6; 6-7: as moderate alchemist's fire; 8-9: moderate acid flask; 10: moderate bottled lighting; 11: moderate frost vial; 12: as Lethargy poison DC 22.
[UNIQUE][CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +13; darkvision
Languages Common, Elven, Undercommon, Abyssal
Skills Acrobatics +12, Crafting +18, Deception +14, Fleshwarp Lore +16, Occultism +16, Stealth +12
Str +1, Dex +4, Con +3, Int +6, Wis +3, Cha +3
Light Blindness
Items +1 dagger, +1 leather armor, 2 elixirs of life (lessor), cat’s eye elixir, quicksilver mutagen (M),
Alchemical Formulae acid flask (M), alchemist’s fire (M), bottled lightning (M), frost vial (M), elixir of life (L)
AC 26; Fort +13, Ref +16, Will +19; +1 status vs. magic, +2 status vs. mental
HP 120; Immune sleep
Speed 25 feet
Melee <> dagger +18 (agile, finesse, versatile S), Damage 1d4+2 piercing
Ranged <> alchemical bomb +18 (range increment 20 feet, splash), Damage Varies
Quick Bomber <> The reckless scientist Interacts to draw a bomb, then Strikes with it
Divine Innate Spells DC 19; 2nd darkness (at will), faerie fire (at will); Cantrips (2nd) dancing lights/
Deadly Bomber Ilverae is particularly adept at tossing her bombs. On a hit her bomb Strikes add +6 to damage to the primary target and +3 to and target that takes only splash damage.
Shaped Splash <><> Ilverae interacts to draw a bomb and Strikes with it. Iverae can choose one of the following modifications to the splash damage: 15 feet radius, 20 foot cone angled away from her, focused in so only the primary target takes splash damage but it is doubled.
The PCs need to destroy the equipment here to keep it out of the hands of the Drow. A DC 25 Craft check to destroy the items without side effects. On a failure they have a 50% of creating the stinking cloud effect.

Kelseus |

PART FIVE: RESCUE MISSION
This should be run, per the book, at “some point” before the PCs are ready for the Academy. It feels much more organic to me for the PCs to be contacted while they are in the city proper.
The book references Razorhorn in the initial description but isn’t listed in the encounter. I like the idea of adding him back in, as it helps to really punctuate the need for the PCs to take him out before moving on to the Academy.
As the towers come into view, a group of drow archers are visible at the top of the southwest tower, taking an occasional shot toward a partially collapsed wall of the northern one. An elven scout peaks out from the gap, but quickly ducks back as she is pelted with bolts. As the Drow duck back behind the tower crenellation a dark shadow streaks across the ground. The fearsome dragon Razorhorn swoops in to blast the tower with a cloud of toxic poison before taking to the sky once more.
The Drow at the top have cover from shots below. Run Razorhorn less as a monster and more as a complex hazard. He will fly by every couple rounds to blast pinned elves. This is mostly theater, so don’t cause the pinned elves to take damage. Once the PCs are close to taking the ballista, Razorhorn should blast the tower indiscriminately, including PCs and Drow. He isn’t interested in engaging in battle on the ground with the PCs and will fly off after that. For stats for Razorhorn see below.
C2 Tower Base
Perception DC is 20 to sneak into the tower, as the Drow are more focused on the pinned scouts. The door has a simple lock and the hole in the southern wall is difficult terrain. Each PC needs to make a DC 20 Acrobatics check to balance before they can attempt to Stealth into the building. The Drow will use the stairs as a natural choke point. Have two soldiers fire down at the PCs, switching to melee if necessary. They don’t fight on the stairs, but try to slow the PCs down then retreat to the roof where they benefit from their superior numbers.
C3 Tower Roof (Severe 7)
6 soldiers. Turning the ballista 45 degrees is a DC 15 Athletics check as two actions. I really like the idea of the PCs using the ballista to drive off Razorhorn.

Kelseus |

I rewrote the read aloud text above. More punchy and evocative. Allow PC's to figure out on their own it's Razorhorn.
As the towers come into view, a group of drow soldiers are visible at the top of the southwest tower, taking an occasional shot toward a partially collapsed wall of the one to the north. An elven scout peaks out from the gap, but quickly pulls back as she is pelted with bolts. An immense dark shadow streaks across the open ground just as the drow crouch down behind the tower crenelation. This fearsome creature covered in forest green scales swoops past on leathery wings, letting loose a blast at the northern tower, enveloping it in a toxic cloud of poisonous gas before taking to the sky once more.

Ken Blaney |
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 do think that it is important to the AP that some of the Elves come off as antagonistic to the PCs. A key point of the story, to me, is that there is a political civil war that has been simmering for sometime in Kyonin specifically over the more CG Queen vs the LN/LE Winter Council. That said, I do like the idea that Kaerishiel will thank the PCs for helping go to war against the Drow.
The events here, to my mind, create the distinction between the Tolkien-esque and the Golarion interpretation of Elves, specifically in Book 5. Largely my plan is to also mirror this in Book 4 revealing that Drow are not universally CE but rather just a specific set of the Drow ruling class. So by the end of the AP, the PCs will have set into motion political upheaval in both Kyonin and Zinarkaynin with the old guard (Stoic Elves, Evil Drow) getting replaced by more Pathfindery interpretations of the two ancestries.
Ultimate goal is for the two "new guard" factions to unite in Book 6 to run support for the PCs against an event that might literally end the world. Then Telandia's "opening up Kyonin" speech at the end of the AP includes opening up to Drow refugees to really dial in just how progressive she is towards reuniting the elves of Golarion.
----------------
So, how do I plan to get the PCs to jump into an unknown portal after that? My PCs like Kwava, so no need to have him stick around Riddleport. He's gone off to Crying Leaf while the PCs were on Devil's Elbow.

Kelseus |

CELWYNVIAN GAZETTEER
Despite the straight forward feel of the write up for this AP volume, the expectation is that other than the Library, this will be run as an open sandbox “explore the city” module. Completing Parts 3-5 should grant about 870 exp. Random events are worth another 140 +/-. The locations on the map allow for another 500 exp +/-. Putting the PCs about half way to level 9. I want the PCs to hit 9th just before entering the Echo. The number of random encounters depends on how much the party is having fun exploring the city and if they were level 7 before hitting the forest. It really depends on your party on how much you have them running around and how much fun they are having just exploring the city.
The Random encounter table on page 81 has 36 (!) entries, meaning that even if the PCs go to every location twice, they will likely only encounter about half of the possible creatures. Since random encounters are such an important part of this book, I decided to modify the encounter table to be more focused and also provide a level appropriate challenge. Roll a d20 for the table below.
1. Unicorn- noncombat 30 xp
2. 3 Forest drakes (see above) - mod 7
3. 4 Cairn Wights- low 7
4. 3 Shadows- trivial 7
5. Invidiak demon- trivial 7*
6. Drow arcanist + 2 soldiers- mod 7*
7. Drow captain + 2 xulgath leaders- mod 7*
8. Nuckelavee- mod 7
9. 3 Drow soldiers- low 7*
10. 3 Gibbering Mouthers- low 7
11. 3 Shamblers - mod 7
12. 3 Will-o’-wisps- mod 7
13. 3 Verdurous Oozes- mod 7
14. 3 Driders- mod 7*
15. Nabasu- low 7*
16. Greater Shadow- trivial 7
17. Bebilith- severe 7
18. Stone Golem- extreme 7
19. Drow war party (4 soldiers, 4 xulgath leaders, and a captain) extreme 7**
20. Dragon- PCs see Razorhorn, but don’t actually fight him. 10exp.
*grants a battle point; **grants 2 battle points
Path of Fallen Shadows I would have your PCs encounter the corpse shadows on the way toward the Library in Part 3. There is no encounter here and it helps to set the tone.
Library of Reenai See Part 3.
Verithes Park A good spot for the Verdurous Oozes or some plant monster.
The Festering Crater (Moderate 7) A unique Tidal Master inhabits the crater. Its body is sickly green and full of floating detritus. Defeating the Festering Master allows the water flowing from the crater to become potable, granting 1BP.
[UNIQUE][NE][MEDIUM][ELEMENTAL][WATER]
Perception +18; darkvision
Languages Aquan
Skills Athletics +20, Stealth +18
Str +5, Dex +5, Con +5, Int -1, Wis +3, Cha +0
Water Bound When not touching water, Festering Master is slowed and can’t take reactions
AC 28; Fort +18, Ref +21, Will +15; +1 status vs. magic, +2 status vs. mental
HP 155; Immunebleed, paralyzed, poison, sleep; Resistances Acid 5; Weakness Fire 5
Vortex (aura, water) 40 feet. Water in the area that is in the same body of water as the tidal master is difficult terrain for Swimming creatures that don’t have the water trait.
Speed 30 feet, Swim 80
Melee <> noxious wave +21 (reach 15), Damage 1d12+11 bludgeoning plus 2d6 persistent poison plus Push or Pull 10 feet
Primal Innate Spells DC 25 4th sudden blight
Temple of Watchers the statue requires a DC 22 Perception check to detect something underneath. This is a priceless ancient artifact, worth over 2000gp for the right buyer. If returned to camp, it boosts morale and grants 2 BP.
Yuelral’s Rain Alchemist’s lab, See Part 4.
Coliseum of Mask and Lyre This is the location of the set piece in this book. I’m not really a fan.
Academy of the Arts See Part 6 below. This should be well guarded and fortified (and obviously so) until you are ready for the PCs to start part 6. Describe the plants around the Academy as withered and slickly. DC 20 Nature check to determine the plants are blighted. DC 25 Nature or Arcana determines the blight was caused by green dragon breath. This reinforces the idea that the PCs need to deal with the dragon first.
Vista of Visions Identifying any of the statues requires a DC 25 Elven Lore or DC 30 Society check. I am at a loss as to who the new statue is supposed to be. As far as I can tell that has never been revealed or even really speculated on.
Crystal Conservatory The dryad Ysila is a good opportunity to point the PCs in the right direction, if they need it. A DC 23 Diplomacy check is needed to move her from unfriendly to indifferent, a critical success moves her to Friendly and she can be convinced to assist the Elves. She should be able to provide plants that are effectively an antidote or antiplague for any diseased or poisoned PCs. The items she gives are also usable for the +2 from Natural Medicine (4 doses total). They can also be used to substitute for the raw materials to brew an antidote or antiplague. This can be used for 2 batches of minor elixir of life or 20 gp off lesser batches. +30 exp for befriending the dryad, if the PC’s successfully recruit her to their cause they gain 1 BP.
The Fluted Goblet See below
Garden of Eternal Ease (Moderate 7) There is no huecuva or similar creature in Pathfinder 2 (yet). I think changing Vigonyis to a ghost works. To lay him to rest, Vigony will likely have to do penance for the loss of his wards, something he might be willing to do after 10,000 years of undeath. He attacks anyone who enters the garden immediately. A DC 31 Diplomacy check can get him to listen long enough to get him to talk, requiring another Diplomacy check to turn him indifferent.
[CE][MEDIUM][GHOST][INCORPOREAL][SPIRIT][UNDEAD]
Perception +21; darkvision
Languages Celestial, Elven, Thassalonian
Skills Ancient Elf Lore +16, Celwynvian Lore +16, Religion +20, Stealth +18
Str -5, Dex +4, Con +0, Int +2, Wis +3, Cha +1
Site Bound Vigonys is bound to the Garden of Eternal Ease and cannot leave that location.
AC 27; Fort +13, Ref +18, Will +21
HP 117, negative healing; Immune death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch or positive; double resistance to non-magical)
Speed 30 feet, Fly 30
Melee <> ghost hand +19 (agile, finesse, magic), Damage 2d8+11 negative
Corrupting Gaze <><> Vigony stares at a creature he can see within 30 feet. The target takes 5d6 negative damage (basic Will). A creature that fails its save is also stupefied 1 for 1 minute.
Draining Touch <><> With a touch, Vigony attempts to drain a living creature's life force. He makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes drained 1 for 1 day, and Vigony regains HP equal to half his level.
Telekinetic Assault <><> (divine, evocation) Vigony cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 5d6 bludgeoning damage (basic Reflex).
Constellar Gallery A lunar naga has made this location her home. She isn’t supposed to be a fight but more of a resource for the PCs like Ysalia above. She can also provide them with a safe place to spend the night if they are so inclined. +10 exp for friendly encounter with Naga
Ruined Tower likely location for Part 5.
Raivanyiel Smithy I would reduce the time needed to observe the elf doing his work. A PC that attempts to complete the sword can do so, granting a +2 to Craft checks.
Emerald Bough Attic Whisperer isn’t a threat. Even two elite ones are only a trivial 7, but the presence helps to fill the area with dread.
Miliaru Park (Moderate 7) Pair of Tendriculoses inhabit this small park.

Kelseus |

The Fluted Goblet (Low 7)
I really liked the idea of using this encounter to introduce the use of recorporeal incarnation to the PCs. Have a small group of Xulgaths (2-3) disguised as Elves lure the PCs to the inn on false pretenses. Fisiana and Bixus are there lying in wait. The Xulgaths shouldn’t be a threat, use level 1 versions, and then a group of Zombie Shamblers as well (5-6). They are more of a physical barrier than an actual threat to the PCs. If your PCs need a boost in experience you could instead use a elite [url=https://2e.aonprd.com/Monsters.aspx?ID=1376Shambler Troop[/url] which bumps this up to a Moderate 7.
Once the elves are killed they revert back to their original forms which should tell the PCs they are dealing with strong magic. They find a journal on Fisiana, with a large number of loose pages placed behind the back cover. The contents include a discussion of her exploits on the surface, her experimentation with creating undead, her distaste for fleshwarping, and her research on recorporeal incarnation (this is now a ritual, more on it in Endless Night write-up). One of the loose pages is a note to Nolveniss. This will also plant the Vonnarc name with the PCs, helping to smooth the slide along the hard railroad in the next volume (more on that also in Endless Night write-up). Gaining Fisana’s journals is with another 30 exp and 1BP.
Nolveniss,
This arcana might prove very useful to our plans. Test it and inform me of the results. I want to know if it is truly impenetrable by arcane means.
I need not remind you that this ritual was gained at great risk from the vaults of Tower Solacas. Our allies in House Vonnarc would not react well to this perfidy. Keep this knowledge to yourself while you test its potential – particularly from our Vonnarc brethren.
-A
[CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +13; darkvision
Languages Common, Elven, Undercommon, Necryl
Skills Arcana +17, Intimidation +13, Occultism +15, Religion +15, Society +15, Stealth +11
Str +2, Dex +4, Con +2, Int +6, Wis +4, Cha +2
Light Blindness
Items staff of necromancy, lesser elixir of life (2), spellbook, journal, +1 explorer’s clothing
AC 22; Fort +12, Ref +15, Will +18; +1 status vs. magic, +2 status vs. mental
HP 87; [b]Immune sleep
Speed 30 feet
Melee <> dagger +13 (disarm, finesse, reach, trip), Damage 1d4+4 slashing
Ranged <> Crossbow +13 (range increment 60 feet, reload 1), Damage 1d8+2 piercing
Divine Innate Spells DC 25; 2nd darkness (at will), faerie fire (at will); Cantrips (4th) dancing lights
Wizard Spells Prepared DC 27, attack +19; 4th fly, grim tendrils, vampiric touch; 3rd bind undead, blindness, lightning bolt, vampiric touch; 2nd false life, grim tendrils, mirror image, web; 1st fear, feather fall, ray of enfeeblement, spider sting; Cantrips (3rd) chill touch, detect magic, electric arc, ray of frost, read aura, shield
Wizard School Spells DC 27, 2 Focus Points; 4th call of the grave, life siphon
Drain Bonded Item <F> (arcane) Frequency once per day; Requirements Fisiana hasn't acted yet on this turn; Effect Fisiana expends the power stored in her mace. This gives her the ability to cast one prepared spell she prepared today and already cast, without spending a spell slot.
[CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +9; darkvision
Languages Common, Elven, Undercommon, Necryl
Skills Arcana +12, Deception +13, Intimidation +13, Religion +12, Stealth +8
Str +2, Dex +4, Con +0, Int +2, Wis +2, Cha +5
Light Blindness
Items lesser elixir of life (2), +1 explorer’s clothing, dagger, crossbow, 10 bolts, bloodseeker beak
AC 19; Fort +9, Ref +12, Will +15; +1 status vs. magic, +2 status vs. mental
HP 55; Immune sleep
Speed 30 feet
Melee <> dagger +11 (disarm, finesse, reach, trip), Damage 1d4+4 slashing
Ranged <> Crossbow +11 (range increment 60 feet, reload 1), Damage 1d8+2 piercing
Divine Innate Spells DC 22; 2nd darkness (at will), faerie fire (at will); Cantrips (4th) dancing lights
Divine Spontaneous Spells DC 22, attack +14; 3rd bind undead, harm, fear (3 slots); 2nd false life, dispel magic, spiritual weapon, sound burst (4 slots); 1st command, harm, heal, ray of enfeeblement (4 slots); Cantrips (4th) chill touch, daze, detect magic, divine lance, shield
Bloodline Spell DC 22, 1 Focus Point; 3rd undeath’s blessing

Kelseus |

Razorhorn (Severe 8)
Instead of having one of the truly iconic monsters of fantasy roleplaying games cooped up in a tiny room in the Echo, I much prefer the idea that he is a major obstacle to the PCs and Elves making their final assault on the Drow.
Once the PCs are above 8th level with about 600 exp have Shalelu and Kaerishiel approached them. The two indicate that they are close to ready to move against the drow’s stronghold, but the dragon needs to deal with first, otherwise any assault on the Academy would likely end in disaster. Shalelu has tracked Razorhorn to his lair, about a half day’s journey south from the city. He resides in a cave opening about half-way up a sheer cliff face. Shalelu can provide the party with Olfactory Obfuscators to mask their approach and can even accompany the PCs if you’re concerned with their survival (use stats for Hunter, GMG 219, 30 foot speed). An elf scout has fastened a rope for the PCs to climb and will wait outside to guard their retreat. The cave mouth is a 10 foot wide opening, which leads to a 30 foot long “S” shaped corridor leading into the mountain before it opens up into a large chamber about 90 x 40, with 15 to 20 foot ceilings. This allows for Razorhoron to use his mobility, but limits his flight options.
He’s a level 11 Green Dragon, on the precipice of adulthood. His horde consists of a dozen ancient elven artifacts, including statues and works of art, 2493 cp, 537 sp, 183 gp, emerald grasshopper, feather token (holly bush), bag of holding II, ring of wizardry I, bloodletting kukri, and moonlit chain.
[UNIQUE][LE][LARGE][AMPHIBIOUS][DRAGON]
Perception +23; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic, Elven, Undercommon
Skills Acrobatics +18, Arcana +21, Athletics +23, Deception +19, Diplomacy +19, Intimidation +19, Nature +17, Occultism +21, Society +16, Stealth +18
Str +7, Dex +3, Con +3, Int +2, Wis +2, Cha +5
AC 31; Fort +21, Ref +18, Will +21
HP 225; Immunities paralyzed, poison, sleep
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30
Twisting Tail <R> Trigger A creature within reach of Razorhorn’s tail uses a move action or leaves a square during a move action it’s using. Effect Razorhorn makes a tail Strike at the creature with a –2 penalty. If it hits, Razorhorn disrupts the creature’s action.
Speed 30 feet, fly 120 feet, swim 30 feet; trackless step, woodland stride
Melee <> jaws +24 (poison, reach 10 feet), Damage 2d10+12 piercing plus 3d4 poison
Melee <> claw +23 (agile), Damage 2d8+12 slashing
Melee <> tail +21 (reach 15 feet), Damage 2d8+10 bludgeoning
Melee <> horn +21 (reach 10 feet), Damage 2d8+10 piercing
Arcane Innate Spells DC 29; 4th suggestion; 2nd entangle; 1st charm (x2)
Arcane Prepared Spells DC 29, attack +22; 4th clairvoyance, dimension door, stoneskin; 3rd dispel magic, locate, mind reading; 2nd humanoid form, mirror image, see invisibility; 1st illusory object, true strike, ventriloquism; Cantrips (3rd) dancing lights, detect magic, ghost sound, read aura, shield
Breath Weapon <><> (arcane, evocation, poison) Razorhorn breathes a toxic cloud that deals 11d6 poison damage in a 40-foot cone (DC 29 basic Fortitude save). He can’t use Breath Weapon again for 1d4 rounds.
Draconic Frenzy <><> Razorhorn makes two claw Strikes and one horn Strike in any order.
Trackless Step Razorhorn always gains the benefit of the Cover Tracks in natural surroundings
Woodland Stride Razorhorn ignores difficult terrain and greater difficult terrain from non-magical foliage.
Defeating Razorhorn grants 1 BP.

Kelseus |

PART SIX: BATTLE AT THE ACADEMY
Part of the problem with creating a sandbox adventure is that the writer doesn’t have much control over when the PCs complete a specific encounter. If the PCs get there too “early”, they get flattened, but too late and it’s a cakewalk. This was less of a problem in prior editions, because experience was static. A CR 1 Orc is worth 400 experience at level 1, at level 5, and at level 19. You just give the exp when they earn it, regardless of what levels the PCs are.
In Pathfinder 2, a level 1 Orc is worth 40 exp to a level 1 party, only 10 to a level 5 party, and nothing after that. This means that encounters have a more narrow shelf life. It also means that a location that is supposed to be worth 400 experience at level 6 is now worth only 120 at level 9, because all those moderate encounters are now below trivials, and some of the individual monsters are worth 0 exp because they are level -5. The academy is a really good example of that.
If the PCs are level 8 when they go to the Academy, of the 9 possible encounters, there are 3 lows, 2 trivials and the rest are below trivial, with two giving no experience at all as all the creatures are level 3 or lower for a total of 280 experience. I think a more focused location with only 4 encounters better serves the story and the PCs. I suggest even modifying the layout of the building to allow for a better flow of events. Having the Vrock be in the first room the PCs enter, one way or the other and the Irnakurses (see below) in the central room before moving to D8/9. Don’t forget, all squares are 10 feet, not 5.
D1 Entry Guards (Moderate 8)
Whichever route the PCs select, have the same group of guards regardless of the location. Captain plus 2 soldiers, or 2 Arcanists and 2 soldier
D2 Entry Hall (Low 8)
Instead of the Elven Flesh Golem, use an Irnakurse. This will help to drive home the depravity of the Drow, and allow you to use a really interesting creature (one that didn’t exist until the next volume and are unused as monsters).
D4 Slave Pen
Keep the elven corpses, but no encounter.
D5 Mediation Hall
No elementals
D6 Summoner’s Laboratory (Low 8)
Keep the Vrock, I like the idea of having the PCs encounter a really strong and iconic demon. Reduce the treasure to just 1000gp worth of diamonds.
D7 Vile Alter (8xp)
Level 8 Hazard here, leveled up Fireball Rune
[EVOCATION][MAGIC][FIRE][TRAP]
Complexity Simple
Stealth DC 28 (expert)
Description An invisible rune wards the door against creatures that fail to honor Abraxis creates an invisible, spherical magical sensor with a 20-foot radius.
Disable Thievery DC 31 (master) to erase the rune without triggering the trap, or dispel magic (5th level; counteract DC 28) to counteract the rune, or Religion DC 24 (expert) to deactivate with a prayer to the adjacent statue of Abraxis.
Fireball <R> (arcane, evocation, fire); Trigger A living creature attempts to open the door without offering a prayer to the statue of Abaxis. Effect The rune detonates a fireball centered on the triggering creature’s square. This is a 5th-level fireball spell that deals 10d6 fire damage (DC 26 basic Reflex save).
D8/9 Armageddon Gate (Moderate 8)
Combine these into one large room. Have Ixilano there first, play him as written, attempting to lure a PC into the pool and attacking. With no loyalty to the Drow he flees at 50 hps. Once the PCs are engaged with Ixilano, have Kardrogas exit from the Echo with a pair of Soldiers and attack the PCs. DC 20 Arcana or Occultism check to know the portal is about to close. The Echo portal can be activated with a DC 27 Occultism check, but the PC must have the Trick Magic Item feat or similar ability to attempt.
[CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +18; darkvision
Languages Common, Elven, Undercommon
Skills Acrobatics +18, Athletics+20, Intimidation +16, Survival +13
Str +6, Dex +4, Con +5, Int +3, Wis +3, Cha +3
Light Blindness
Items +1 resilient hide armor, +1 striking greatsword
AC 28; Fort +21, Ref +18, Will +15; +1 status vs. magic, +2 status vs. mental
HP 190; Immune sleep Resistance weapon damage 9 (while raging)
Attack of Opportunity <R>
Speed 30 feet
Melee <> greatsword +19 (versatile P), Damage 2d12+10
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
Rage <> Kardrogas enters a rage for one minute. While in Rage his AC is 27, he gains 18 temporary hp and resistance 9 weapon damage, and his greatsword Strikes deal 2d12+17 damage.
Vicious Charge (rage) <><> Kardrogas Strides up to double his speed and then makes a Strike at the end of his movement. If Kardrogas moves at least 15 feet and the Strike hits, it deals an additional 1d12 damage and he can make an Athletics check as a free action to Shove the target up to 10 feet. If the target strikes a solid object they take an additional 2d6 bludgeoning and fall prone.
Terrifying Howl (rage) <><> Kardrogas lets out a terrifying howl. He attempts to Demoralize all creatures within 30 feet. Regardless of the save, all targets are immune to Terrifying Howl for 1 minute. On a critical success, the target is fleeing for one round.
The PCs gain 30 exp for entering Echo.

Kelseus |

PART SEVEN: IN ARMAGEDDON'S ECHO
Features of the Armageddon Echo
A large blot can be seen in the sky similar to the one in Riddleport. It is expanding by the hour and the town is mostly deserted. Allow an Occultism check DC 30 for the PCs to realize they are on a clock. At the end of each day reduce the DC by 5, to a DC 15 that earthfall is imminent, within the next few hours.
Echos of a stubborn few elves convinced they can escape or that the end won’t come are the only inhabitants. Any PC who sees someone interact with one an echo can make an Occultism or Arcana check to realize they are shadow echos.
All Perception checks take a -2 penalty.
Light sources are muted. Radius of any bright light is halved and everything else is at least dim light. Creatures with light sensitivity do not suffer ill effects of bright light anywhere within the Echo.
Any spell with the Shadow or Darkness traits are more effective. Spell attack rolls, DC, and counteract checks/DCs are increased by 2. Spells with the Light trait have a -2 and are treated as one level lower for purposes of counteract checks.
Exploring the Past
The trail of blood on the stairs is no longer fresh, DC 15 check, either Medicine or Survival, to determine it has been several hours. The trail does not extend past the end of the stair as little is permanent in the Echo proper.
Have the transition through the shadow gate be traumatic, leaving the PCs retching and nauseous. DC 27 Fort save. On a success PC is sickened 1 for 1 round, failure for 1 minute, and a critical failure sickened 10 minutes and stunned 1 round.
Call out the places they fought in or visited in present-day Celwynvian, and let them visit their unspoiled shadows in the past;
Have the blast shadows and babaus stalk the PCs, keeping at the edge of their vision and vanishing if approached. Then attack when you feel the moment is right.
Shadow Celwynvian
E Gateway to Celwynvian DC 20 Occultism check to realize the gate needs some object to activate it. Same rule for activating on this side, DC 27 Occultism with Trick Magic Item ability.
F The Library of Reenai This should just be ahead of the PCs as they enter the Echo, but they shouldn’t be able to see that far. DC 30 Perception or DC 26 Academia (or other appropriate) Lore to find the books the drow were investigating. +10 exp learning of the two humans in town, +30 if they find the books about manipulating the heavens.
H Ekardani’s Estate Diplomacy DC 20.
J The Academy of the Arts I would imagine that many groups would beeline to this spot. There is a lot of good intelligence to get here, but if the PCs do come straight here, they may miss some of the more interesting encounters. I would require a DC 25 Diplomacy to get the info about the “foreign elves” being in the observatory from the wizards. An elf PC gets a +2 to their roll. +10 exp for learning of the foreigners.

Kelseus |

Dangerous Denizens
Babaus (Low 9) group of 4
Blast Shadows (Low 9)
4 blast shadows. I put them at Rare, since they won’t appear anywhere but inside the echo. I like the smoke aura and explosion abilities.
[RARE][CE][UNDEAD][FIRE]
Perception +17; darkvision
Languages Common, Elven, Undercommon
Skills Athletics +14, Stealth +15
Str +2, Dex +5, Con +2, Int -1, Wis +4, Cha +2
AC 24; Fort +11, Ref +14, Will +17
HP 91 (negative healing); Immune death effects, disease, fire, paralyze, poison, unconscious; Weakness Cold 5
Cloud of Smoke and Fire (divine, evocation, fire) 5 feet. A blast shadow is surrounded by a cloud of smoke and burns living flesh. Any living creature that enters or ends their turn in the aura takes 2d4 fire damage. The blast shadow is also concealed while within the Cloud, this is a visual effect.
Explosion When the blast shadow dies, it explodes, dealing 6d6 fire damage to all creatures within a 20 foot emanation (DC 24 basic reflex save).
Speed 30 feet
Melee <> claw +15 (agile, fire), Damage 1d6+8 plus 1d6 fire
Cloud Blast <><> The blast shadow creates a blast of ash and fire in a 20 foot emanation dealing 4d6 fire damage (DC 24 Reflex save). This lingers in the area for 1d4 rounds and affects creatures as if they entered the Cloud of Smoke and Fire. A blast shadow cannot use this ability while the prior cloud lingers.
Critical Success no damage
Success half damage
Failure full damage and blinded 1 round
Critical Failure double damage and blinded 1 minute
Drow Patrol (Trivial 9)
4 Soldiers
Shadow Creatures (Low 9)
I keep going back and forth on the fourth group. Shadow Ghouls are worth no exp, and Shadow Mastiffs don’t exist. Umbral Dragons are too high, Shadow Drakes are too low. I thought of using some Valstracs but they don’t really feel right. Ankou would be perfect, but way too high level, as are shadow giants. D'ziriak are too weak and don’t really fit the theme either. I decided on a custom Shadow Hound. I leveled up a Yeth Hound with some shadowy abilities. A combination of any three Shadow hounds and Greater Shadows brings this to a Low.
[UNCOMMON][CE][LARGE][BEAST][FIEND]
Perception +15; darkvision, scent (imprecise) 60 feet
Languages Abyssal
Skills Acrobatics +13, Athletics +15, Religion +11, Stealth +17, Survival +13
Str +5, Dex +4, Con +3, Int -1, Wis +4, Cha +2
AC 24; Fort +15, Ref +18, Will +11
HP 123; Resistance Physical 8 (5 against magic); Weakness Silver 5
Shadow Step <R> Trigger Shadow hound is in dim light or darkness and is targeted by a strike; Effect The shadow hound Steps 10 feet, this movement must end in an area of dim light or darkness.
Speed 40 feet; air walk
Melee <> jaws +17, Damage 2d6+7 plus 1d6 evil plus shadow bite
Melee <> claw +16 (agile), Damage 2d6+6 plus 1d6 evil
Divine Innate Spells DC 25; 5th shadow walk (self only); 2nd blur; Constant (4th) air walk
Bay <><><> (auditory, concentrate, divine, enchantment, fear, mental) The shadow hound emits an unearthly howl audible up to 300 feet away. Any non-fiend creature that hears the howl must attempt a DC 22 Will save.
Critical Success unaffected and immune to bay for 10 minutes
Success frightened 1
Failure frightened 2
Critical Failure if within 60 feet, frightened 3 and fleeting for 1d4 rounds (as long as still frightened)
Shadow Stride <><><> (divine, illusion) The shadow hound can Stride up to twice their speed and make a Claw Strike at any point during this movement. If the shadow hound begins and ends their movement in an area of dim light, this movement does not trigger reactions.
Shadow Bite A living creature not native to the shadow plane bitten by a shadow hound must attempt a DC 21 Fortitude save. On a critical success, the creature is temporarily immune to shadow bite for 1 minute. A creature that fails becomes drained 1 and the shadow hound gains 5 temporary hit points as it slowly drains the life energy from the creature. If already drained this increases the value of its drained condition by 1 to a max of drained 4.
The Assassin (Low 9)
I started with the Assassin from the GMG, leveled him up and added a few abilities from the Assassin archetype. Ignore the checks for Arkaxis, just have him attack when appropriate. I like the idea of him posing as an echo to get close to the PCs. Particularly if they go to one of the crowded areas. Using an Infiltrator’s Elixir means his Deception DC is 33. A level 9 PC with master in Perception will likely need a 15+ to detect him before he strikes.
[CE]MEDIUM][DROW][HUMANOID][ELF]
Perception +19; darkvision
Languages Common, Drow, Elf, Undercommon
Skills Acrobatics +21, Athletics +16, Deception +20, Diplomacy +13, Intimidation +13, Medicine +17, Society +15, Stealth +23, Survival +15, Thievery +18 Underworld Lore +17
Str +5, Dex +7, Con +2, Int +2, Wis +3, Cha +5
Light Blindness
Swift Sneak Arkaxis can move their full Speed when Sneaking.
Items +1 striking composite shortbow (20 arrows), +1 striking rapier, invisibility potion, gallows tooth, giant centipede venom (3), +1 leather armor, infiltrator’s elixir (2), simple injury poison (8 doses, 2d4 poison damage)
AC 29; Fort +15, Ref +22, Will +16; +1 status vs. magic, +2 status vs. mental
HP 172; Immune sleep
Deny Advantage Arkaxis isn't flat-footed to creatures of 9th level or lower that are hidden, undetected, flanking, or using surprise attack.
Nimble Dodge <R> Trigger Arkaxis is targeted with a melee or ranged attack by an attacker they can see; Effect Arkaxis gains a +2 circumstance bonus to AC against the triggering attack.
Speed 30 feet
Melee <> rapier +21 (deadly 1d8, disarm, finesse, magical), Damage 2d6+12 piercing
Ranged <> composite shortbow +21 (deadly 1d10, magical, propulsive, range increment 60 feet, reload 0), Damage 2d6+9 piercing
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
Poison Weapon <> (manipulate) Requirements Arkaxis is wielding a piercing or slashing weapon and has a free hand; Effect Arkaxis applies a poison to the weapon.
Mark for Death <><><> Requirements Arkaxis can see and hear the creature they intend to mark; Effect Arkaxis designates a single creature as their mark. This lasts until the mark dies or they use Mark for Death again. Arkaxis gains a +2 circumstance bonus to Perception checks to Seek their mark and on Deception checks to Feint against their mark. Arkaxis’s rapier’s deadly trait increases to 1d10 against their mark.
Sneak Attack Arkaxis deals an extra 2d6 precision damage to flat-footed creatures, or 2d6+2 if the creature is also their mark.
Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to Arkaxis.

![]() |

@Kelseus, thank you so much for the work. After trying to get this going in April, and microchip/processor shortages, work schedules not syncing, and most of September a prisoner in my own home due to spouse having Covid, and me getting a breakthrough diagnosis (no symptoms, just a carrier I guess, but stayed in) This is finally happening. First session next weekend. I have the first 2 books ready to go just fine tuning now.
Thank you again, will have one in your honor this weekend.
P

Kelseus |

@Kelseus, thank you so much for the work. After trying to get this going in April, and microchip/processor shortages, work schedules not syncing, and most of September a prisoner in my own home due to spouse having Covid, and me getting a breakthrough diagnosis (no symptoms, just a carrier I guess, but stayed in) This is finally happening. First session next weekend. I have the first 2 books ready to go just fine tuning now.
Thank you again, will have one in your honor this weekend.P
My pleasure. I hope it is helpful. Book 4 is going to be a lot of work.

Kelseus |

The Observatory
The book explicitly calls out that if the PCs clear out any encounters in the Observatory and then retreat, you should repopulate the rooms with Drow skirmishers (use Soldiers).
Don’t miss that the map has 10 foot squares, not 5, making this a much bigger building.
Q1 Outside the Observatory
I like the Echos being used as de facto guards by the Drow. I would play it as they don’t know anything about the “foreign elves” and move to stop the PC and call for help if someone tries to get past. I would give them a Diplomacy or Deception DC 20 roll to convince them to let the PCs in.
An alternative could be Drow guards disguised as echos, that try to throw off the PCs, particularly if you think they could use more experience.
Q2 Entry Hall (Moderate 9)
Captain and 5 soldiers. A pretty big number of Drow in this room, they are likely on guard from the Echo guards outside. A DC 15 Nature or DC 20 Craft check to realize the orrery is for show only.
Q3 Seasonal Constellations-Prison (Low 9)
The two elf prisoners are held in 3c with a level 8 Xulgath guard. He’s really just a bunch of hp with a club. Not a lot going on. I don’t care for the level 8 Xulgath available, it doesn't really fit the theme. Since we are leveling up the AP a bit, a Kalvakus demon works great, both on theme and good strength wise. Place the prisoner’s gear in 3d along with a spined shield, a storm arrow and 2 moderate healing potions.
Q5 Hidden Repository
DC 25 to find the hidden door.
Q6 Study (Trivial 9)
Three Babau. Oops! The room description says there are two Drow guards, but then the encounter is with a pair of Babau. I really like the idea of the Babau watching from the door, making fun of the Drow as they fight (and are killed by) the PCs. Once the PCs finish off the Drow, have the Babau begin taunting the PCs trying to get them to come into the room so they can attack. The scholars are echo elves.
Q7 (Not) Razorhorn’s Lair (Low 9)
Since we took Razorhorn and moved him out of the Echo, this room is now empty and needs to be filled. I think four driders will do fine, especially if the PCs didn’t encounter any in Celwynvian.
Q8 Star Map Staircase
DC 20 Nature check to decipher the star map.
Q9 Second Floor (Trivial 9)
A pair of Archanists are here to slow the PCs some more. Unless the PCs are particularly quiet, the drow will likely attack them on their way up the stairs from Q8.
Q10 Third Floor
Maybe just don’t have the landing here, as it is possible by this level for the PCs to just fly right in and skip the whole building on the way to the boss fight. Or maybe just “forget” to describe it while they are outside, so you can give a description when they get up here.
Q11 The Grand Observatory (Moderate 9)
The orrery is a simple hazard, but a deadly one. And of course Nolveniss himself along with a pair of babau guards.
[COMPLEX][MAGIC][MECHANICAL][TRAP]
Complexity Complex
Stealth DC +5, Crafting (Trained) DC 24 to realize if damaged it will begin to collapse
Description A gigantic golden orrery, with each planet rotating on delicate golden arms around a bright, polished sun, which begins to collapse onceit takes damage.
Disable Thievery (expert) or Crafting (master) DC 28 to disable the turning mechanism
AC 24; Fort +21; Ref +13
Hardness 15 HP 90 (BT 45) Immunities object immunities, Weaknesses bludgeoning 5; sonic 10
Collapse <R> Trigger The Orrery takes at least 10 points of damage from an effect. Effect The Orrery begins to fall apart and rolls initiative.
Routine (1 action) One of the planets or moons falls from the device into a random 10 foot square for its area. Determine which square by rolling a d10 starting at one corner being 1 and rotating clockwise. The center square is hit on a 9. On a 10 a second orb falls, rolling again.
Falling Orb <F> An orb falls in a 10 foot square dealing 3d10+10 damage to all creatures in the area (Basic Reflex DC 26), on a failed save a creature is also knocked prone. The Orb then rolls away from the Orrery at a speed of 30 feet each round. A creature along the Orb’s path must make a Reflex save DC 26 or take 3d6+10 bludgeoning damage.
Critical Success No damage and can Step as a free action out of the Orb’s path
Success Half damage and pushed 5 feet along the Orb’s path
Failure Full damage and pushed ahead of the Orb
Critical Failure As failure but double damage and knocked prone at the end of movement.
[UNIQUE][CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +18; darkvision
Languages Common, Elven, Undercommon, Abyssal
Skills Arcana +22, Craft +19, Deception +17, Intimidation +15, Occultism +19, Religion +15, Shadow Plane Lore +19, Society +19
Str +1, Dex +5, Con +2, Int +8, Wis +3, Cha +2
Light Blindness
Items staff of dark flame, crossbow, 10 bolts, 10 alchemical bolts, bracers of armor I, shadow key, house Azrinae signet ring
AC 27; Fort +16, Ref +19, Will +22; +1 status vs. magic, +2 status vs. mental
HP 120; Immune sleep
Speed 30 feet
Melee <> staff +17 (two-handed d8), Damage 1d6+2 bludgeoning
Ranged <> Crossbow +14 (range increment 60 feet, reload 1), Damage 1d6+2 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
Arcane Prepared Spells DC 29, attack +25; 5th cloak of colors, dispel magic, phantasmal killer, shadow blast; 4th fly, dimension door, fireball, Invisibility; 3rd haste, fear, illusory creature, lightning bolt; 2nd acid arrow, blur, false life, phantasmal treasure (APG); 1st color spray, command, ray of enfeeblement, true strike; Cantrips (5th) detect magic, electric arc, message, ray of frost, shield
Illusionist Focus Spells DC 29, 2 Focus Points; 5th invisibility cloak, warped terrain
Quickened Casting <F> Frequency Once per day; Effect Nolveniss can cast a third level or lower arcane spell with one less action (minimum 1)
Shadow Mage Nolveniss has spent a lifetime studying shadow magic. He treats all Occult spells with the shadow or darkness traits as if they were on the Arcane spell list.
[EVOCATION][MAGICAL][STAFF]
This +1 staff is constructed of solid mahogany and carved with a swirling motif reminiscent of flames. Instead of their normal appearance spells cast from the staff consist of black flame.
Activate <> interact, once per day, Duration 1 minute; Effect the staff is surrounded by a heatless eerie black flame, Strikes deal an additional 1d6 fire and 1d6 negative damage.
Activate <> interact, once per day; Effect if your next action is to cast a spell from the staff deal half fire and half negative damage. Spells cast in this way gain the necromancy trait in addition to their normal traits.
Activate cast a spell; Effect You expend a number of charges from the staff to cast a spell from its list
2nd flaming sphere, resist energy (fire only)
3rd fireball, flaming sphere
4th fire shield, wall of fire, fireball
+80 exp for ending the Drow infestation of Celwynvian

![]() |

Started Second Darkness earlier today. I've struggled with how I wanted to get it going for sometime, not sure if I wanted to a rewrite or not. Ultimately with 3 new players and one with a few sessions under their belt I mostly went with how its written. Got enough backstory from the pc's that I can pad out some experience with personal quests (including the greatest and shortest backstory ever, 'I am from the Isle of Terror and my family drove me insane, so I left and ended up in Riddleport to look for work').
Opened with everyone having met Larur hanging flyers advertising the Cheat the Devil event and it was fairly easy to make him charming since I've 3 dwarves in the party. Did some gambling with the ghoulette that lead into a solid 8 round combat that tested em.
Left session with the place in an uproar and Saul (voiced by the Colonel from KFC and Dusty Rhodes lovechild) trying to calm down the rednecks (I am running Riddleport as 1700's Lafitte New Orleans, and my hometown in middle SC with its current meth problems, just worse).

Kelseus |

Wonderful work Kelseus! I wanted to ask if you are continuing this project. I'd really hope to see more of this!
I am. Book 4 is slow going. Mostly because it requires a major rewrite in my opinion. It has this great gazetteer for Zirnakaynin and then railroads them into being house servants, no thanks!
I am also busy with work so I have less time to work on it than before.
I hope to have something up early next year. But no promises.

Azayaka |
I am. Book 4 is slow going. Mostly because it requires a major rewrite in my opinion. It has this great gazetteer for Zirnakaynin and then railroads them into being house servants, no thanks!
I am also busy with work so I have less time to work on it than before.
I hope to have something up early next year. But no promises.
It's understandable. Being a GM and converting a whole adventure is more than a full time job, so I'm really thankful for what you've done so far.

No Neck Nic |
Hey, Kelseus! I've started to convert Second Darkness on my own and your work has been invaluable to me so far. This is the most I've undertaken in converting a campaign before beyond making my own campaign. Beyond the thanks, I had some questions for you. First, did you make any progress on Book 4? If you had, I would appreciate you posting them and I can take a crack at converting things myself if things have gotten busy for you. Second, I noticed that most of the changes were for combat. Did you do any balancing/fiddling with the loot? I'm struggling to find a good way to convert it on my own right now, given so many variables in the first book. I would appreciate any advice. Cheers and God bless!

Lord Fyre RPG Superstar 2009 Top 32 |

I do have all of book 4 converted, I just need to take the time to post it here.
Remaster does very little to affect this AP, except that Drow are not part of Remaster.
True, but given that the EVIL Dark Elves are central to the Adventure Path, that's kind of a big obstacle.
The Serpentfolk are really different. How much of the story needs rewritten?

Kelseus |

Kelseus wrote:I do have all of book 4 converted, I just need to take the time to post it here.
Remaster does very little to affect this AP, except that Drow are not part of Remaster.
True, but given that the EVIL Dark Elves are central to the Adventure Path, that's kind of a big obstacle.
The Serpentfolk are really different. How much of the story needs rewritten?
Books 1, 2, and 6 would be relatively easy to just swap out Drow for Serpentfolk, but the other 3 books are pretty heavy with the Drow stuff. Other than not being printed in Remaster books, there is nothing about Drow that make them incompatible with Remaster, at least not any more than any other monster that hasn't been converted

Kelseus |

Endless Night
PART ONE: FACE OF THE ENEMY
Giseil Voslil should be a divine sorcerer, specializing in necromancy. Recorporeal Incarnation is a divine/arcane ritual, as it deals with both matter (the body) and life, but not the spirit or mind. At level 13, his Religion bonus should be about +27, meaning for a very hard rank 7 ritual, he needs a 10 or higher to hit the 37 needed for success. Now obviously, the whole point of bringing him in is that he is a specialist, also the whole point is for this to succeed so the PCs can move on to the next step in the adventure. You could drop the Ritual down to a level 6, meaning the DC is 35, or give Giseil a +30 religion (extreme skill bonus for level 13 creature), which significantly increases the likelihood of success. I like the idea of it not being automatic, as it encourages your PCs to try for that critical success. This also gives you some wiggle room should some of the PCs fail their checks.
Your PCs should have at least one skill on the list for secondary casters (you should modify the list so as to not make this TOO hard). It’s conceivable that your PCs could have a bonus in the skills as low as a +12 (trained, and a 10 in the corresponding attribute) or high as a +23 (master w/ 20 in attribute and +2 item bonus). I put the secondary caster DC at 29, a bit low for a rank 7 ritual, but that at least makes it more likely that the specialists could get a critical success and the “trained only”s don’t need to fish for a natural 20 to even contribute.
Have your NPCs express that time is of the essence, as the ritual takes a full day to complete and they want to send the “drow” PCs through the gate as soon as it opens, hoping this will at least reduce suspicion.
[RARE]
Cast 1 day; Cost A focus with a value of 10 gp x level of target creature and rare oils worth 15 gp x creature’s level; Secondary Casters 1, maximum of 5
Primary Check Religion DC 37; Secondary Checks Arcana, Medicine, Society, or Darklands Lore DC 29
Range touch; Targets up to five willing living creature and an equal number of humanoid corpses
Duration 13 weeks
Recorporeal incarnation effectively replaces the target living creature’s body with that of the target corpse. The target corpse must be fresh—either dead for no more than 24 hours or appropriately preserved by an effect such as peaceful rest. While casting the spell, the primary caster anoints the body of each living target and the target corpse with the rare oils. The living target must remain in contact with the corpse while touching the focus item. As the ritual is cast, the dead body’s flesh unravels like ribbons to sheathe the living target, who must be within one size category of the corpse.
The living target gains the physical appearance, base speed, and size of the corpse, and darkvision or low-light vision if the original form had either. Because the target takes the form of a new ancestry, this may affect some abilities that rely upon the target’s original physical form, like the use of a prehensile tail or a horn unarmed attack. As the living target gains the appearance of a specific individual, they gain a status bonus to Deception checks to pass as that specific individual, and they add their level to this check even if untrained. A person that knew the corpse when it was alive does not get a bonus to their perception checks to see through the disguise without interacting with the target. When the effect ends, the corpse flesh sloughs off, allowing the living target to return to its original form.
Recorporeal incarnation is difficult to detect. If subjected to detect magic, the living target sheds no magical aura, though the focus item gives off an aura of strong necromantic magic. True seeing does not reveal the living target’s true form, since the corpse’s flesh physically obscures it. Spells or effects that detect undead creatures indicate the living target is undead, but the target is not otherwise treated as undead for effects that affect undead creatures. Recorporeal incarnation is treated as an effect two ranks higher for purposes of counteract attempts.
If the living target of recorporeal incarnation dies while the spell is in effect, the spell continues. Any raise dead or similar spell cast upon that target resurrects that target, not the corpse flesh. This allows the target of the ritual to continue with the disguise for the ritual’s duration. Since recorporeal incarnation destroys the majority of the target corpse’s physical remains, the target corpse cannot be restored to life except by a rank 7 resurrect or wish ritual, or similarly powerful magic.
Critical Success the secondary caster is successfully transformed described above; they gain a +8 status bonus to their Deception checks to pass as that specific individual
Success as above except they only gain a +6 status bonus to their Deception checks
Failure your attempt is unsuccessful and the corpses are destroyed
Critical Failure something goes horribly wrong, the living targets take 2d6 void damage per ritual rank (basic Fort) and the corpses are transformed into undead equal to the creature’s level when alive.
Heightened (10th) the transformation is permanent. The effect cannot be removed, dismissed, or counteracted short of deific magic. The target does not revert to its original form if it dies and if resurrected, returns to life in the new form. The living target is now effectively this new ancestry, and gains access to the ancestry feats for that ancestry.
BLOODLINK ITEM 7
[RARE][INVESTED][MAGIC]
Price 300 gp
Usage Worn
This amulet grants the ability to speak and understand Sakvroth. The wearer is under the effect of a rank 4 veil of privacy and gains the ability to cast the light cantrip at-will and darkness and revealing light as rank 2 divine innate spells once per day.
30 exp for successfully completing the ritual

Kelseus |

PART TWO: THE LAST HOME OF THE ELVES
This encounter should run pretty much as written. I can’t imagine too many parties immediately forgetting the plan and turning to attack the drow and driders. Other than some cinematic description of the guards mustering to hold off the invading surface elves who retreat back into the elf gate once the driders engage, you shouldn’t need to actually run this encounter. I picture the garrison stationed inside of several squat buildings built partially into the far wall of a cavern about 50 feet across. As written the soldiers mostly ignore the PCs unless they give the soldier’s a reason to draw their attention. (30 exp for befriending Gadak).
As written this book is relatively barebones, there are a few story beats that you need to hit to advance the plot but otherwise the PCs are pretty much on their own.
With the PCs at level 10, you only need to find enough exp for 2 levels. Most of the encounters will need to be reworked, as many of the creatures, at level -5, grant no experience, even when fighting 100 of them. A level 10 PC, even with no armor and only a 10 Dex, will have a minimum AC of 22. Those level 5 soldiers will need at least a 7 to hit. If the PCs have the expected +6 bonus from their armor, Dex and runes, their AC jumps to 27, meaning the same soldiers have to roll a 13 or higher to hit. If the PC has expert proficiency, that roll jumps to a 15. That same PC with expert weapon proficiency is swinging between +17 and +21, meaning they crit on a 5 or anything but a natural 1, respectively. Your Fighter literally can’t miss with a +22 or +23 (depending on the availability of the +2 weapon rune).
Things I like and will keep:
Fleeing from the city into the Darklands- this is a great way to end a very slow burn book with lots of tension. It is also an easy way to add in some random encounters should the party need some extra xp.
Things I don’t like and will be dropping:
In its place, I will instead have the PCs begin their stay in Zirnakaynin at the Broken Chain. As it’s outside the city proper, it will give the party the chance to acclimate to the city without being under constant threat, and they may find a sympathetic ear to give them pointers on how to not stick out so much. The book contains an entire gazetteer for this massive city, with a dozen or more plot hooks to keep the PCs busy, give them a good overview of the city and Drow society (the whole point of this volume), and help them to feel like they are accomplishing something.
This is where an NPC like Gadak can be very helpful. He wants the PCs to succeed. He stuck his neck out and wants to reap the benefits of his partnership. He can help with contacts, navigating the city and generally avoiding behavior that will turn them into a mark or get them noticed, in a bad way.
Once the PCs start to make a name for themselves in the City, that draws the eye of Alicavniss. She begins to seek more information about the PCs. They are hired anonymously to do the Drider Hunt (see below). Then knowing it was House Vonnarc for Dark Pleasures. Success in these two events allows for an invite to the Tower Solacas to get information from them as much as give it.
The thing about the Drow is that, unlike many other NPCs, they are always willing to play ball, at least at first. They will always listen to proposals to abandon their current masters or sell their secrets or switch sides to the clearly winning team. Drow are not risk averse, but those that want to live long aren’t stupid either. Most Drow recognize that a bit of gold is unlikely worth drawing the ire of a major house or big time player in the city. While a PC’s offer may be too low for them to accept, a drow should always have a counter proposal, one that leaves them less exposed but gives them the opportunity to gain whatever it was the PCs were offering.
Working backwards from the known or expected encounters at the end of the book, the PCs should receive their invitation to tower Solacas just after hitting level 11. This means that the PCs will need to gain about 740 exp between meeting Gadak and taking the Drider Hunt job.
I did have one “random” encounter during the 4 hour trek to Zyrnakaynin (Low 10)
[UNCOMMON][LARGE][BEAST]
Perception +21; darkvision
Skills Athletics +23, Stealth +21 (+26 in crystalline areas)
Str +6, Dex +2, Con +5, Int -3, Wis +5, Cha -1
AC 30; Fort +22, Ref +17, Will +19
HP 193; Resist slashing 5; Weakness bludgeoning 5, sonic 15
Crystalline Scales A crystalline basilisk is bristling in razor sharp scales. Any creature that Strikes the crystalline basilisk with a melee unarmed attack or a melee weapon without reach must succeed at a DC 28 Reflex save or take 1d6 bleed damage. A creature that is grabbed by the crystalline basilisk or grabs it takes 2d6 piercing damage plus 2d6 bleed.
Petrifying Glance <R> (aura, primal, visual) Trigger A creature within 30 feet that the crystalline basilisk can see starts its turn. Effect The target must attempt a DC 27 Fortitude save or become slowed 1 for 1 minute as its body slowly stiffens.
Speed 20 feet
Melee <> jaws +23, Damage 2d12+10 piercing plus grab
Melee <> tail scrape +23 (deadly d10, reach 10 ft.) Damage 2d10+9 slashing plus 2d6 bleed
Crystalline Blast <><> Effect The crystalline basilisk sprays a shower of razor sharp crystalline scales. All creatures within a 30 foot emanation take 6d6 piercing damage (basic Reflex DC 30). A creature that fails its save is also immobilized by the shards pinning them to the ground. They must succeed at a DC 20 Athletics check to pull out the shards, but take 2d6 bleed. Alternatively, the creature can make an Escape check against the crystalline basilisk’s Athletics DC to avoid the bleed.
Petrifying Gaze <><> (concentrate, incapacitation, primal, visual) The crystalline basilisk stares at a creature it can see within 30 feet. That creature must attempt a DC 30 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes slowed 1. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to become petrified permanently.
A creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh basilisk blood no more than 1 hour old. A single crystalline basilisk contains enough blood to coat 1d4+2 Medium creatures in this manner.

Kelseus |

PART THREE: BUILDING A REPUTATION
I would suggest that you have Gadak provide some of the information from the gazetteer starting on page 48, and maybe allow the PCs to do some gather information checks to learn addition info about the Zyrnakaynin. This can inform what your players are most interested in and allow that to shape your encounters in the city.
Below are some encounter ideas that I used for my players while running the book. They are relatively barebones because it would be better to customize the encounters for your group. Alternatively, you can allow for more of a sandbox approach and allow the group to find their own way around the city.
Encounter ideas

Kelseus |

PART FOUR: TO SERVE EVIL
After completing a few jobs in the city (hitting about 800 exp), more selective patrons become interested in the PCs. They receive a missive stating as much and asking them to complete a task on behalf of this new patron. The letter promises that they will be properly rewarded, and once they show they can be trusted, they may have the opportunity to gain more lucrative opportunities that require additional discretion. This letter is unsigned but has the seal of House Vonnarc affixed at the bottom.
Drider Hunt (Moderate 10)
5 Driders and 1 advanced Drider
The letter explains that a group of Driders have run away and the PCs are tasked with retrieving the head of the group leader. The letter tells them that they have been tracked to a cavern an hour north of Zirnakaynin.
Instead of having the Drider’s attack on sight, have them lament verbally that the drow have come to drag them back to slavery, and yell at the PCs that they would rather die than continue to serve as slaves. A DC 27 Diplomacy check is needed to convince the driders to not attack and allow the PCs to speak with them. The Driders tell them that they are choosing to flee their abusive brethren. This puts the PCs in a moral dilemma. If they let the Driders flee they will fail their task, but the alternative is to slaughter a group of living creatures just trying to flee harm.
The leader, an Advanced Drider by the name of Kyrinnis, offers an alternative. He will sacrifice himself, allowing the PCs to take his head to the Vonnarcs to prove their success, in exchange the PCs will allow the other Drider to flee. The followers protest, but Kyrinnis rightly points out that should the PCs fail to return with his head, House Vonnarc would just send another group to find them.
[RARE][LARGE][ABERRATION]
Perception +17; darkvision
Languages Common, Elven, Sakvroth, Abyssal
Skills Arcana +19, Athletics +17, Intimidation +19, Religion +19, Stealth +20
[b]Str +6, Dex +4, Con +4, Int +3, Wis +4, Cha +5
Items +1 striking glaive, +1 breastplate, grim trophy, moderate healing potion, 35 gp
AC 28; Fort +17, Ref +17, Will +19; +1 status vs. magic
HP 155; Immune sleep Resist acid 10
Reactive Strike <R>
Speed 30 feet, climb 20 feet
Melee <> glaive +20 (deadly d8, forceful, reach 10 feet), Damage 2d8+10 slashing
Melee <> fangs +20 (unarmed) Damage 2d6+9 plus greater drider venom
Ranged <> web +19 (range increment 30 feet), Effect acidic web trap.
Arcane Innate Spells DC 24; 4th clairvoyance, suggestion; 3rd clairaudience, dispel magic, levitate; 2nd darkness (at will), revealing light (at will); Cantrips (3rd) light, detect magic
Arcane Prepared Spells DC 28, attack +21; 5th acid storm; 4th translocate, whispers of the void; 3rd fireball, slow; 2nd acid grip, invisibility; 1st force barrage (x2), enfeeblement; Cantrips (5th) figment, frostbite, phase bolt, telekinetic hand
Envenom Weapon <> (interact) A drider can run their mandibles over a melee weapon they are holding to coat it with Drider Venom.
Greater Drider Venom (poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round) Stage 2 3d6 poison damage and enfeebled 2 (1 round); Stage 3 4d6 poison damage and enfeebled 2 and clumsy 2 (1 round).
Acidic Web Trap A creature hit by a drider’s acidic web attack is immobilized and stuck to the nearest surface (Escape DC 25). Each round the creature is immobilized it takes 2d4 acid damage (basic Fort DC 25).
If the PCs help the Drider escape, they gain 80 experience.
Upon presenting the Kyrinnis’s head at the gates to house Vonnarc, they are taken to Slavemother Undamesta. They are paid 800gp for their success.
Dark Pleasures Severe 10
Assuming the PCs are successful in the Drider Hunt, Undamesta meets with the PCs to interview them to see if she can trust them with tasks that require additional discretion. This is a good opportunity to RP some of the questions from Audience with the Slavemother (pg 16-19). Once they have satisfied her, she assigns them quarters in House Vonnarc, telling them she will call on them when they are needed.
The timing of the next matter is up to you, it could be that night or the next day or even later, depending on what the Players want to do. Undamesta comes to their rooms very late at night, waking them in a harsh whisper “Get up, quickly! You are needed, now!”
This should otherwise play out as written, except that she says that she will disavow them instead of have them executed.
DC 32 Diplomacy or Intimidate check to convince Safan to take a more traditional route. DC 15 Nature check to direct the Gecko mount.
Attacked by 5 Drow Gecko Riders
[MEDIUM][DROW][ELF][HUMANOID]
Perception +18; darkvision
Languages Common, Elven, Undercommon
Skills Acrobatics +15, Athletics+17, Nature +17, Survival+14
Str +4, Dex +5, Con +4, Int +2, Wis +2, Cha +2
Light Blindness
Items hide armor, +1 striking lance, +1 striking shortbow, moderate potion healing
AC 25; Fort +18, Ref +15, Will +12; +1 status vs. magic, +2 status vs. mental
HP 142; Immune sleep;
Protect Mount <R> Trigger A creature would hit the Drow Hunter’s mount with a Strike and deal damage Effect The Drow Hunter rolls a Nature check with a +2 circumstance bonus, if it is equal to or exceeds the attack roll for the Strike, the mount steps and the Strike will miss if the mount is now out of range.
Speed 30 feet
Melee <> Lance +18/+13/+8 (deadly d8, jousting d6, reach 10 ft.), Damage 2d8+9 piercing
Ranged <> Shortbow +17/+12/+7 (deadly d10), Damage 2d6+9 piercing
Ride-by-Attack<><> A Gecko Rider commands their mount which can stride twice, at any point during the movement, the Gecko Rider can make a strike against a target within reach.
Divine Innate Spells DC 22; 2nd darkness (at will), revealing light (at will); Cantrips (2nd) light
[UNCOMMON][ANIMAL][LARGE]
Perception +13; darkvision
Skills Acrobatics +11, Athletics +14 (+18 to climb), Stealth +11
Str +2, Dex +5, Con +2, Int -4, Wis +2, Cha -1
Uncanny Climber A riding gecko’s feet allow it to climb virtually any surface, no matter how slick or sheer. If a riding gecko attempts an Athletics check to climb and critically fails, it gets a failure instead.
AC 24; Fort +13, Ref +16, Will +11
HP 95 Speed 35 feet, climb 35 feet
Melee <> jaws +16 [+11/+6], Damage 2d8+11 piercing plus Grab
Melee <> tail +16 [+11/+6] (reach 10 feet, sweep), Damage 2d6+11 bludgeoning
Mangle <> Requirements The riding gecko has a creature grabbed in its jaws; Effect The riding gecko mangles the grabbed creature and slams it about, dealing 3d8 bludgeoning damage (DC 24 basic Fortitude save). On a critical failure, the creature is also prone.

Kelseus |

PART FIVE: TOWER SOLACAS
I have detailed the rooms and encounters in Tower Solacas in Part 7 below, since the PCs will likely need to fight their way out then. This time the PCs are guests and escorted quickly but politely to Alicavniss’s sanctum. You can have Erdrinneir escort the PCs, but I would not intentionally start a fight with the PCs. Erdrinneir would know that the invitation is from Alicavniss and would avoid intentionally getting on her bad side by trying to kill her guests.
The initial encounter with Alicavniss should go as written. Regardless of the PCs’ checks to avoid detection, she should proceed with the speech as written. Similar to Gadak above, Alicavniss does not hide that she sees the PCs as useful tools at the moment. Since she has no love for the Azrinaes, she sees no reason to keep their secrets, but uses them to benefit herself.

Kelseus |

PART SIX: HAND OF THE DROW
Venom Kiss
As the PCs are level 11, the Mercenaries need to be at least level 7 to be of any experience value. You can use a Drow Hunter (level 7) in addition to the Mercenary below, or a Drow Shootist (level 8) if you want to up the difficulty (both from AP#165).
[MEDIUM][DROW][ELF][HUMANOID]
Perception +18; darkvision
Languages Common, Elven, Sakvroth
Skills Acrobatics +15, Athletics+17, Intimidation +13, Stealth +13
Str +6, Dex +3, Con +4, Int +2, Wis +2, Cha +2
Light Blindness
Items hide armor, +1 striking War Flail, +1 striking shortbow, moderate potion of healing
AC 25; Fort +18, Ref +15, Will +12; +1 status vs. magic, +2 status vs. mental
HP 142; Immune sleep;
Ractive Strike <R>
Speed 30 feet
Melee <> War Flail+18/+13/+8 (disarm, sweep, trip), Damage 2d10+9 bludgeoning
Ranged <> Shortbow +17/+12/+7 (deadly d10), Damage 2d6+9 piercing
Hammering Strike A target damaged by the mercenary’s melee Strike must succeed at a DC 25 Fortitude save or be slowed 1 until the beginning of the mercenary’s next turn.
Swipe <><> The mercenary makes a wide arching swing. The mercenary makes a single War Flail 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 the mercenary’s multiple attack penalty, but the penalty doesn’t increase until after the Swipe is complete.
Divine Innate Spells DC 22; 2nd darkness (at will), revealing light (at will); Cantrips (2nd) light
C1 Showroom (Low to Moderate 11- up to 80)
6 Mercenaries are in this room. The two mercenaries from C2 begin to fire down from above after 3 rounds of fighting. If the fight goes more than 5 rounds, the 2 bouncers from outside also join.
C2 Balcony (Trivial 11)
2 Mercenaries here, but they will call for help from those downstairs. I would suggest using Shootists for these two. It helps to bump up the experience value of the fight.
C3 Pleasure Dens
DC 25 to pick the locks. 40% chance the occupant of a room has 30 + 2d20 gp.
C4 Orvignato’s Apartment (Severe 11)
2 mercenaries, an advanced drider, and Orvignato himself at level 13.
The safe requires 5 successes at DC 35 to pick. It contains 60 pp, 1200 gp, and an emerald used for seize soul worth 800 gp.
[UNIQUE][MEDIUM][DROW][ELF][HUMANOID]
Perception +26; darkvision
Languages Common, Elven, Sakvroth
Skills Acrobatics +22, Athletics+27, Deception +24, Intimidation +24, Stealth +19, Thievery +19
Str +8, Dex +5, Con +8, Int +2, Wis +2, Cha +4
Light Blindness
Items +2 resilient leather, +2 cold greater striking kukri, moderate potion healing, ring of fire resistance, 5 doses of alchemical poison
AC 33; Fort +26, Ref +23, Will +20; +1 status vs. magic, +2 status vs. mental
HP 265; Immune sleep; Resist Poison 10, Fire 5;
Sidestep <R> Trigger A Strike targeting Orvignato fails; Effect Orvignato redirects the missed Strike to another adjacent creature that is within reach of the triggering Strike. The attacker rerolls the Strike against the new target which is resolved as normal.
Speed 30 feet
Melee <> kukri +25/+21/+17 (agile, finesse, trip), Damage 3d6+11 piercing plus 1d6 cold
Improved Feint When Orvignato successfully feints a creature, it is off-guard against his Strikes until the end of his next turn.
Skirmishing Strike <> Orvignato’s feet and weapons move in tandem. Orvignator can Step then Strike or Strike then Step.
Bloody Strike When Orvignato deals sneak attack damage with a piercing or slashing weapon, the target also takes 2d6 persistent bleed damage.
Command Familiar <> Orvignator has a spider familiar named Faithless. He can command his familiar to take two actions. His preference is for the Faithless to retrieve a poison and apply it to his weapon. Faithless’s AC and Saves are the same as Orvignato. It has 65 hp, and a 30ft speed.
Divine Innate Spells DC 32; 4th darkness; 3rd dispel magic, levitate (x3); 2nd darkness (at will), revealing light (at will); 1st command (at will); Cantrips (4th) light
Sneak Attack When Orvignato Strikes an off-guard creature he deals an additional 2d6 damage.
Bittersweet Betrayal
I really love how Alacavniss is written in this scene. The exercise of true raw power is exciting. For receiving the information they sought and gaining a means of escape, award your players 80 exp.

Kelseus |

PART SEVEN; FLIGHT FROM DARKNESS
The PCs will likely need to fight their way free from Tower Solacas from the top down so I will present the rooms in descending order. Several of the rooms list a % chance of having some number of mages present. My suggestion is to have the PCs encounter two groups of 4 mages, or 3 mages and a guardian of some kind, maybe a Nabasu demon on their way down. This will give them about 80-90 exp. Don’t miss the fact that the map is 10 foot squares, not 5.
If your group is particularly low on resources after storming the Venom’s Kiss, you might consider pulling back on some of the encounters here. If you do, you can make up any missed experience with a random encounter on the way to the Deep Gate. .
There are permanent peaceful bubble and planar seal effects on the tower. Counteract level 10, DC 40. The rooms are lit.
B14 Alacavniss’s Refuge (Severe 11 - devourers only)
Alacavniss does not attack the PCs unless they attack her directly. The three devourers have no such self control, but they don’t block the exit either. Nor do they pursue the PCs through the portal.
[UNIQUE][MEDIUM][ELF][DROW][HUMANOID]
Perception +33; darkvision
Languages Common, Elven, Sakvorth, Chthonian
Skills Arcana +41, Intimidation +32, Occultism +38, Society +34, Religion +34
Str +4, Dex +6, Con +4, Int +11, Wis +7, Cha +7
Light Blindness
Items maiden’s caress, accolade robe, bands of force (greater), black pearl aeon stone, potion of undetectability, 6000 gp of fine jewelry and gemstones.
AC 42; Fort +29, Ref +31, Will +34; +1 status vs. magic, +2 status vs. mental
HP 302; Immune sleep
Speed 30 feet
Melee <> maiden’s caress +31/+27/+23 (agile, deadly d8, free-hand, unholy), Damage 3d6+10 slashing plus 1d4 spirit
Divine Innate Spells DC 26; 4th darkness; 3rd dispel magic, levitate (x3); 2nd darkness (at will), revealing light (at will); 1st command (at will); Cantrips (4th) light
Arcane Prepared Spells DC 47, attack +39; 10th gate; 9th falling stars, force barrage, phantasmagoria; 8th arctic rift, desiccate, quandary; 7th fly, divine decree, teleport; 6th chain lightning, flicker, petrify; 5th wave of despair, slither, translocate; 4th translocate, unfettered movement, whispers of the void; 3rd fear, gravity well, vampiric feast; 2nd blood vendeta, invisibility, stupify; 1st command, enfeeblement, sure strike; Cantrips (10th) electric arc, glass shield, telekinetic hand, warp step
Wizard Focus Spells Known DC 47; 2 FP 10th fortifying summons, spiral of horrors
Broadstudy Centuries of study, research, and devotion to the Demon Lord Areshkagal has broadened Alacavniss’s spell list. Alacavniss has access to the following spells and all heightened version of them, which she casts as Arcane spells: divide decree, sacred form, summon deific herald, and summon fiend. All spells with the sanctified trait are unholy.
Demon Caller once per day Alacavniss can sacrifice a prepared spell to cast summon fiend at the same spell rank. Alacavniss can maintain this spell as a free action.
[UNIQUE][ARCANE][INVESTED[UNHOLY]
Bulk 1
Usage worn on one hand
Maiden’s Caress is a unique and powerful item bestowed upon Alacavniss by the Demon Lord Areshkagal himself. A gift to one of his most powerful mortal servants. This +3 unholy greater striking spiked gauntlet crackles with dark energy.
Activate <R> command Trigger your attack roll with Maiden’s Caress is a critical success; Effect You can cast a spell of 5th rank or lower targeting the creature struck. This spell can be one you cast from your prepared spells or repertoire or you can cast a spell by expending charges from the gauntlet. The spell only affects the creature struck, regardless if the spell normally affects multiple targets.
Maiden’s Caress also stores spells like a staff.
Activate Cast a Spell; Effect You expend a number of charges from the gauntlet to cast a spell from its list.
4th weapon storm, whispers of the void
5th magic passage, summon fiend
6th teleport, whispers of the void
7th summon fiend, divine decree
B13. Vonnarc Collection (Elite Devourer- Low 11)
Illusory object is cast on the far wall that allows the devourer inside to see all who enter. It is a rank 7 spell. DC 30 search finds sculptures worth about 2000 gp. DC 35 reveals a ring of wizardry II, carved as if your finger is protruding from the mouth of a serpent, a quill of passage, and a cube of force.
B12 Terrace
This terrace is 60 feet above the ground. Any one who wishes to climb the exterior must succeed at a DC 30 Athletics check. They would also be clearly visible from any member of the Vonnarc family.
B11 Master’s Lounge
Religion or Lore Planes check to ID the painting. Results depend on the check. DC 15 Boneyard; DC 20 City of Brass, DC 25 Enigma of Areshkagal, and DC 28 for the Hezrou and Devourer.
B10 Master’s Library (3 vonnarc mages and 1 Omox demon- Severe 11)
I would place the first mage encounter in this room. Three level 9 Vonnarc mages are in this room and the Omox in B11 can join on the second round of combat. If the wizards flee down the stairs or the PCs are particularly loud, the B8 encounter may come up to join the fight.
[MEDIUM][DROW][ELF][HUMANOID]
Perception +18; darkvision
Languages Common, Elven, Undercommon, Abyssal, Draconic
Skills Arcana +20, Deception +17, Intimidation +19, Occultism +20, Stealth +16
Str +2, Dex +3, Con +0, Int +6, Wis +3, Cha +4
Light Blindness
Items +1 striking quarterstaff, moderate healing potion, scroll of fireball (rank 4),
AC 26; Fort +15, Ref +18, Will +21; +1 status vs. magic, +2 status vs. mental
HP 151; Immune sleep;
Speed 30 feet
Melee <> staff +19 (Two-Hand d8), Damage 2d4+9 bludgeoning
Divine Innate Spells DC 25; 2nd darkness (at will), revealing light (at will); Cantrips (5th) light
Arcane Spontaneous Spells DC 28, attack +20; 5th howling blizzard, wave of despair; 4th fly, invisibility, vision of death; 3rd fireball, fear, haste; 2nd acid grip, false vitality, shattering gem; 1st fear, magic missile (x2); Cantrips (5th) caustic blast, detect magic, electric arc, message, shield
A successful DC 20 Perception check to search the room turns up the following scrolls (minimum spell rank): countless eyes, drop dead, impaling spike, and zero gravity.
[MAGIC][TRAP]
Complexity Simple
Stealth DC 38 (expert)
Description A circular opening in the ceiling that opens to a roiling opaque blackness if any person or object comes within 1 foot of the passage without speaking the elven word “gitavwyn” meaning supreme awe. Disable Thievery DC 38 (master) to disable without activating the opening, or dispel magic (6th level; counteract DC 35) to counteract the rune, or Elven, Drow or similar Lore DC 35 (expert) to guess the password.
Into the Void <R> (arcane, teleportation); Trigger A creature or object comes within 1 foot of the passage without speaking the password. Effect A 10 ft diameter gate to the Void opens. All creatures and unattended objects within 20 feet are drawn into the gate. Each creature must attempt a DC 32 reflex save or be pulled into the gate.
B9 Summoning Chamber
There is a permanent warding diagram carved into the floor of this chamber that can be used to cast binding circle ritual up to rank 8. This eliminates the need for secondary casters for this ritual. A DC 25 Perception turns up 400 gp worth of powdered silver.
B8 Central Laboratory (Moderate 11)
There is no shield guardian in P2. I decided to use a Divine Guardian to really play up the Areshkagal aspect of the Vonnarc house. For the Vonnarc Apprentice, use the Drow Arcanist from Armageddon Echo above.
[CE][MEDIUM][DROW][ELF][HUMANOID]
Perception +19; darkvision
Languages Common, Elven, Undercommon, Abyssal, Draconic
Skills Arcana +23, Deception +19, Intimidation +19, Occultism +23, Religion +21, Stealth +16
[b]Str +2, Dex +3, Con +3, Int +7, Wis +3, Cha +5
Light Blindness
Items greater ring of fire resistance, +1 striking greater staff of abjuration, necklace of fireballs III, moderate healing potion (2), mage’s cowl (as greater hat of magi)
AC 29; Fort +18, Ref +21, Will +24; +1 status vs. magic, +2 status vs. mental
HP 185; Immune sleep; Resist Fire 10
Speed 30 feet
Melee <> staff +22 (Two-Hand d8), Damage 2d4+10 bludgeoning
Divine Innate Spells DC 25; 2nd darkness (at will), revealing light (at will); Cantrips (5th) light
Arcane Spontaneous Spells DC 30, attack +22; 6th chain lightning, repulsion, wall of force; 5th dispel magic, invoke spirits, wave of despair; 4th confusion, fly, vision of death, weapon storm; 3rd elemental absorption, fireball, fear, haste; 2nd blur, false vitality, invisibility, shattering gem; 1st fear, force barrage (x2), gentle landing; Cantrips (6th) caustic blast, detect magic, electric arc, frostbite, shield
[UNCOMMON][MEDIUM][CONSTRUCT][DIVINE][MINDLESS][UNHOLY]
Perception +18; darkvision
Skills Stealth +18
Str +2, Dex +6, Con +4, Int -5, Wis +2, Cha -5
AC 28; Fort +18, Ref +20, Will +18;
HP 210; Immune bleed, death effects, disease, doomed, drained, fatigued, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void
Divine Destruction (divine, void) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 10d6 void damage. Each creature in the area must attempt a DC 29 Will save with the following outcomes.
Critical Success The creature takes half damage.
Success The creature takes full damage.
Failure The creature takes full damage and becomes temporarily cursed by Areshkagal to be enfeebled 1 and stupefied 1 for 1 day; this is a curse effect with a counteract DC of 29.
Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2.
Faith Bound (divine) The divine warden can't attack a creature that openly wears or displays Areshkagal's religious symbol unless that creature uses a hostile action against the divine warden first.
Speed 25 feet
Melee <> fist +20 (agile, finesse), Damage 2d10+6 bludgeoning
Melee <> scythe +20 (deadly d10, trip) Damage 2d10+6 slashing
Divine Innate Spells DC 29, attack +21; Cantrips (5th) divine lance
Divine Domain Spells 2 Focus Points, DC 29, attack +21; 5th pushing gust, disperse into air
Warding Glyph The divine warden of Arashkagal is etched with a magical glyph, often in the form of a riddle. Any creature that attempts to pass the divine warden without speaking the password must succeed at a DC 29 Will save or suffer the effects of a 5th rank synaptic pulse spell.
Faithful Weapon scythe, striking rune
[b]Instrument of Faith The divine warden is a beacon for Arashkagal’s faith. A cleric of Arashkagal can channel a harm spell through a divine warden of Arashkagal they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space.
1 Vonnarc Apprentice Creature 7
Treasure- A DC 25 perception check wand of flicker (rank 4),
B7 Hall of Mages
Alacavnis’s Eye - not really a “trap” per se. I’m not going to give a write up because 1) She already knows the PCs are there and 2) there shouldn’t be any experience for setting it off.
B6 Guest Lounge
DC 25 Nature check to identify the mushrooms, but only DC 15 for Darklands Lore. I wrote it up just for fun, but any PC that eats an unknown mushroom inside a drow wizard tower deserves to die.
[Ingested][Poison]
Darklands fungi used for decoration in Drow settlements
Saving Throw DC 28 Fortitude Onset 10 minutes; Maximum Duration 1 day; Stage 1 stupefied 1,(1 minute); Stage 2 stupefied 2, clumsy 1 (10 minutes); Stage 3 stupefied 2, clumsy 2, confused (1 hour); Stage 4 stupefied 2, clumsy 2, confused, nauseated (1 day)
B4 Study Hall (4 vonnarc mages- Moderate 11)
DC 25 Religion or Demon Lore to recognize the painting as representative of Areshkagal
B3 Apprentices’ Library
If the PC’s missed one of the above encounters, have them encounter it here instead.
B2 Mage’s Office
[MAGIC][TRAP][EVOCATION]
Complexity Simple
Stealth DC 36 (master)
Description Any person who touches the door without speaking the password, virashic, is struck by a blast of necromantic energy and lightning. The lightning then arcs to up to 11 other targets in the room. Disable Thievery DC 33 (expert) to bypass the magical sensor, or dispel magic (5th rank; counteract DC 31) to counteract the rune, or Elven, Drow or similar Lore DC 36 (expert) to guess the password.
Idiot’s Infliction <R> (arcane, teleportation); Trigger A creature touches the door without speaking the password. Effect The creature must make a will save DC 30 or be affected as never mind (rank 6). The creature also takes 8d12 electric damage (basic reflex DC 32). The electricity then arcs to any secondary targets as chain lightning.
B1 Entry Hall (Low 11)
Bound unique water elemental
[UNIQUE][HUGE][ELEMENTAL][WATER][FIEND][DEMON]
Perception +25; darkvision, true seeing
Languages Aquan, Abyssal, Celestial, telepathy 100 feet
Skills Athletics +25, Intimidation +22, Religion +22, Stealth +18,
Str +7, Dex +5, Con +5, Int +2, Wis +3, Cha +0
Water Bound When not touching water, Jivakhnaka is slowed and can’t take reactions
AC 32; Fort +25, Ref +22, Will +19; +1 status vs. magic
HP 245; Immune bleed, fire, paralyzed, poison, sleep; Resistances electricity 10 Weakness cold iron 10, holy 10
Reactive Strike <R>
Death Throes (death, divine, water, fire) When Jivankhnaka dies his elemental body explodes in a super heated blast of water. All creatures within a 40 foot aura take 6d6 bludgeoning and 6d6 fire damage (DC 31 basic Reflex save).
Vortex (aura, water) 40 feet. Water in the area that is in the same body of water as Jivakhnaka is difficult terrain for Swimming creatures that don’t have the water trait.
Speed 30 feet, Swim 80
[b]Melee <> wave +26/+21/+16 (reach 20, unholy), Damage 3d12+12 bludgeoning plus Push or Pull 10 feet
Surge <><> Jivakhnaka quickly expands its space to fill the area of its vortex. Creatures within the vortex’s emanation take 5d12+12 bludgeoning (DC 31 basic Fortitude save). A creature that fails this save is Pushed 20 feet. Jivakhnaka then retracts to its former space. The elemental tsunami can’t Surge again for 1d4 rounds.

Kelseus |

Escaping House Vonnarc (Low 11)
Once the PCs are out of Tower Solacas, they will need to flee the Vonnarc Grounds. The book describes the grounds to contain the main wall, barracks, stable, and other outbuildings. Reviewing the map of Eirdrissier on page 55 (Vonnarc is #35), it appears that the main walls are about 100 feet from the base of tower Solacas, although if the PCs decide to skirt along the western edge of the main house, the gap is significantly smaller.
Depending on how your group decides to flee the compound, they should encounter at least one group of guards, whether they are on the wall or notice them entering the stables. A group of 6 Drow Hunters (level 7) is a Low 11 encounter.
Escaping Zirnakaynin
Assuming the PCs follow the map provided they will take a northern route along the eastern wall of Eirdrissier and exit through the tunnel heading east. Unless the PCs make a significant amount of noise or try something crazy like blowing up the Vonnarc outer wall, they shouldn’t encounter anyone on the way out.
Escaping the Darklands (Moderate 11)
You should have your PCs encounter at least 1 “random” monster on the way to the Deep Gate. My suggestions would be either a Purple Worm or Carnivorous Blob, both are level 13 creatures and equally at home in the Darklands. An alternative could be a Viper Vine to be reskinned as a fungus monster, also at level 13. This would be a Moderate encounter. If you want a severe encounter, a Doprillu or Grikkitog both work. Maybe a Veiled Master, very apropos to the setting.
If you prefer a group of enemies instead of one big creature, drakauthix work well (bestiary 1), or Seugathi reality warpers. Both are level 9, so 3 make a moderate encounter and 4 make severe.
The Deep Gate (severe 11)
For this encounter, in addition to Tiryin Vonnarc, you can have two level 7 guards and/or wizards. There is no Retriever in Pathfinder 2, so swap it out for a Hezrou demon instead. You can add either an additional Hezrou or two level 9 guards/mages to be an Extreme encounter instead.
[UNIQUE][MEDIUM][DROW][ELF][HUMANOID]
Perception +26; darkvision
Languages Common, Elven, Sakvroth
Skills Acrobatics +22, Athletics+27, Deception +24, Stealth +19
Str +5, Dex +7, Con +3, Int +2, Wis +2, Cha +4
Light Blindness
Items +1 resilient chain shirt, +2 striking wounding sickle, jade bauble, ring of lies, moderate potion healing
AC 33; Fort +19, Ref +25, Will +21; +1 status vs. magic, +2 status vs. mental
HP 210; Immune sleep
Nimble Dodge <R> Trigger Tiryin is targeted with a melee or ranged attack by an attacker he can see; Effect Tiryin gains a +2 circumstance bonus to AC against the triggering attack.
Speed 30 feet
Melee <> sickle +25/+21/+17 (agile, finesse, trip), Damage 2d4+15 slashing plus 1d6 bleed
Deadly Disarm Tiryin deals 2d6 precision damage to a creature on a successful Disarm attempt.
Divine Innate Spells DC 25; 2nd darkness (at will), revealing light (at will); Cantrips (5th) light
Sneak Attack Tiryin's Strikes deal an additional 3d6 precision damage to off-guard creatures.
Tumbling Attack <><><> Tiryin Strides up to his Speed. During this movement, he can move through the space of one creature without triggering reactions. When Tiryin moves through a creature's space in this way, that creature becomes off-guard to Tiryin until the start of his next turn. If Tiryin ends his movement within melee reach of at least one enemy, he can make a melee Strike against that enemy.
+30 exp for getting out of the darklands alive.
With your PCs exiting through the Deep Gate they have successfully completed Endless Night. See you next time in A Memory of Darkness.

Kelseus |

One final note. I did put together Pathfinder 2R stats for the Demon Lord Areshkagal.
Areshkagal - The Faceless Sphinx
Areshkagal, the Faceless Sphinx, is the demon lord of greed, magical and mundane portals, and riddles. Areshkagal appears as a faceless female sphinx with six legs, midnight blue fur, and pale flesh. Her wings are draconic and her tail is a hissing viper—it is from this viper’s mouth that she whispers her unfair riddles to those she captures.
Category Demon Lords
Edicts Hoard wealth, particularly those grained from trickery or deceit. Exact a price for anything given
Anathema Give anything freely
Areas of Concern greed, magical and mundane portals, riddles
Devotee Benefits
Divine Ability Intelligence or Charisma
Divine Font harm
Divine Sanctification must choose unholy
Divine Skill Deception
Favored Weapon sickle
Domains air, glyph, trickery, secrecy
Cleric Spells 1st: lose the path, 2nd: stupify, 4th: confusion, 5th: magic passage

Lord Fyre RPG Superstar 2009 Top 32 |

Lord Fyre wrote:Books 1, 2, and 6 would be relatively easy to just swap out Drow for Serpentfolk, but the other 3 books are pretty heavy with the Drow stuff. Other than not being printed in Remaster books, there is nothing about Drow that make them incompatible with Remaster, at least not any more than any other monster that hasn't been convertedKelseus wrote:I do have all of book 4 converted, I just need to take the time to post it here.
Remaster does very little to affect this AP, except that Drow are not part of Remaster.
True, but given that the EVIL Dark Elves are central to the Adventure Path, that's kind of a big obstacle.
The Serpentfolk are really different. How much of the story needs rewritten?
The reason the Drow are incompatible with Pathfinder 2E Remaster has everything to do with OGL 1.1

Kelseus |

The reason the Drow are incompatible with Pathfinder 2E Remaster has everything to do with OGL 1.1
I understand that, but I'm not worried about WotC coming and arresting me for running Second Darkness at home with Drow.
The AP has as much to do with Elves and their relationship with Drow as it does with the plot to destroy the world, so removing the Drow makes this a very different campaign.

Lord Fyre RPG Superstar 2009 Top 32 |

Lord Fyre wrote:The reason the Drow are incompatible with Pathfinder 2E Remaster has everything to do with OGL 1.1I understand that, but I'm not worried about WotC coming and arresting me for running Second Darkness at home with Drow.
The AP has as much to do with Elves and their relationship with Drow as it does with the plot to destroy the world, so removing the Drow makes this a very different campaign.
Very much so. Unfortunately, the surface elves were written very poorly in this AP, so it may not matter.

Tridus |

Endless Night
PART ONE: FACE OF THE ENEMY
Giseil Voslil should be a divine sorcerer, specializing in necromancy. Recorporeal Incarnation is a divine/arcane ritual, as it deals with both matter (the body) and life, but not the spirit or mind. At level 13, his Religion bonus should be about +27, meaning for a very hard rank 7 ritual, he needs a 10 or higher to hit the 37 needed for success. Now obviously, the whole point of bringing him in is that he is a specialist, also the whole point is for this to succeed so the PCs can move on to the next step in the adventure. You could drop the Ritual down to a level 6, meaning the DC is 35, or give Giseil a +30 religion (extreme skill bonus for level 13 creature), which significantly increases the likelihood of success. I like the idea of it not being automatic, as it encourages your PCs to try for that critical success. This also gives you some wiggle room should some of the PCs fail their checks.Your PCs should have at least one skill on the list for secondary casters (you should modify the list so as to not make this TOO hard). It’s conceivable that your PCs could have a bonus in the skills as low as a +12 (trained, and a 10 in the corresponding attribute) or high as a +23 (master w/ 20 in attribute and +2 item bonus). I put the secondary caster DC at 29, a bit low for a rank 7 ritual, but that at least makes it more likely that the specialists could get a critical success and the “trained only”s don’t need to fish for a natural 20 to even contribute.
I'd honestly just not bother with the ritual rules here. Failure doesn't really add anything since success is required for the plot and it's basically outside of the players hands if it happens or not. And the odds of it happening aren't that low even with an extreme skill, because a secondary caster failure is a -4 to the primary caster, only one secondary caster has to fail to get that (while successes do nothing), and every PC is a secondary caster and thus has to roll something here. Mathematically, you're almost always going to have that -4 penalty.
IMO this should be a case where the PCs are targets of the ritual rather than secondary casters and the NPC auto-succeeds.

Kelseus |

I'd honestly just not bother with the ritual rules here. Failure doesn't really add anything since success is required for the plot and it's basically outside of the players hands if it happens or not. And the odds of it happening aren't that low even with an extreme skill, because a secondary caster failure is a -4 to the primary caster, only one secondary caster has to fail to get that (while successes do nothing), and every PC is a secondary caster and thus has to roll something here. Mathematically, you're almost always going to have that -4 penalty.
IMO this should be a case where the PCs are targets of the ritual rather than secondary casters and the NPC auto-succeeds.
From a GM standpoint I don't necessarily disagree with you, but one of my goals was a complete conversion of the AP, top to bottom.
The original spell is printed in the AP, so I included the ritual for that reason.