Askar Avari
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Hey there folks. I’m coming from Rise of the Runelords of which I was a big fan. I spent most of that campaign with a large, powerful party, and made frequent use of my own stat blocks as well as Joey Virtue’s Guide to Challenging Encounters for 4-6 players. While that guide ends in Book 5, I did my best to continue the guide through to the end with the use of rules my party adopted: Automatic Bonus Progression and Mythic Enemies.
Now that I’m starting Return, I’m faced with a different problem: I’ve only got three players, and my players aren’t interested in switching characters mid-campaign unless they really mess up (or die in a key fight). We’ve ultimately decided to tackle that via running Gestalt characters. As a result, I’m making alternate stat blocks for many enemies to keep up with gestalt PCs, especially key NPCs. I’ll be making these stat blocks available through my Google Drive.
Furthermore, where possible I want to provide a guide for how to scale encounters and dungeons for larger or smaller parties while keeping difficulty relatively consistent, as well as indicate how treasure hoards can be altered for larger and smaller parties using Automatic Bonus Progression. So, in essence, if you are using:
- Automatic Bonus Progression
- Mythic monsters
- Gestalt
- Wealth or encounter changes for different-sized parties
Feel free to make use of any of the resources I’ll be posting in this thread over the next few years.
Finally, I’ve set up a Discord for DMs for Return of the Runelords if anyone would like to make use of it. Discord is much friendlier for image and file sharing, after all.
Askar Avari
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Book 1: Secrets of Roderic's Cove
Part 1: Simmering Tensions
Given the lack of combat, there are no changes made to Simmering Tensions. However, if you want to run a combat prior to Roderic's Wreck, I would recommend 2 Cyphergulls attempting to steal from a merchant or the PCs. This is simply intended as a very early way to tell or remind your players of the existence of the Cyphergate and the proximity of Riddleport.
Part 2: Roderic's Wreck (Fast Progression)
A1 Outside the Wreck
- No combat. There are no stirges.
A2 Front Porch (CR 1)
- No changes
A4 Living Room
- No combat. There are large cockroaches, but they’re not monsters.
A5 Dining Room (CR 2)
- 4 PCs: 1 Spider Swarm, 2 Scarlet Spiders
- 5 PCs: 1 Spider Swarm, 2 Scarlet Spiders, 1 Crab Spider
- 6 PCs: 1 Spider Swarm, 3 Scarlet Spiders, 1 Crab Spider
Treasure Additions
- 5 or 6 PCs: platter of exquisite feasting
A6 Back Room (CR 2)
- No changes
A7 Back Deck (CR 3)
- 4 PCs: 2 Reefclaws
- 5 PCs:
- 6 PCs: 3 Reefclaws
A8 Kitchen
- No combat. There is no ooze.
A9 Family Room (CR 3)
- No changes
Treasure Addition
- 6 PCs: storyteller’s dust in the drawer of a side table
A12 Child’s Room (CR 3)
- 4 PCs: Degenerate Attic Whisperer
- 5 PCs:
- 6 PCs: Attic Whisperer
A13 Study
- No combat. There are more non-monster cockroaches.
A14 Child’s Room
- No combat. There are no centipedes.
A15 Lounge (CR 2)
No changes
A16 Sewing Rooms (CR 3)
No changes to the haunt
Treasure Change:
- 2 gold bars per PC, each worth 200gp
- 5 or 6 PCs: lynx eye charm
Once the PCs discover the existence and location of the Thassilonian ruins hidden out in the Churlwood, they Level up to 2!
Note: There are no original stat blocks for this chapter.
Askar Avari
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Part 3: Into the Churlwood (Fast Progression)
B: Event 9 - Meeting the Roadkeepers (CR 5)
- 4 PCs: Lullaby Vancasterkin and 2 Roadkeepers
- 5 PCs: Lullaby Vancasterkin and 4 Roadkeepers
- 6 PCs: Lullaby Vancasterkin (CR 5) and 4 Roadkeepers
Edit: With the exception of Lullaby, the Roadkeepers here are equipped with saps. They’re not aiming to kill the party, and they’re not aiming to get killed.
C: The Vindictive Traveler (CR 3)
- 4 PCs: Trailgaunt
- 5 PCs:
- 6 PCs: Advanced Trailgaunt
D. Bramblemouth Den
D1 Entrance (CR 0 to 3)
- There may be guards (goblin sneaks) posted here or at D2, but not both. They are inside the cave during the day, and here during the night.
D2 Defensive Entry (CR 0 to 3)
- 4 PCs: 2 Goblin Sneaks
- 5 PCs:
- 6 PCs: 3 Goblin Sneaks
D3 Goblin Dogs (CR 3)
4 PCs: 2 Goblin Dogs
5 PCs: 3 Goblin Dogs
6 PCs:
D4 Nighteye’s Cave (CR 3)
- No changes to this encounter
D5 Guard Camp (CR 3)
- 1 Bramblemouth Goblin per PC
E. The Stonehouse Camp
E1 Roadkeeper Camp (CR 3)
- 1 Roadkeeper per PC
Treasure changes (cumulative):
- Trade goods worth 125gp per PC
- 5 PCs: wand of detect snares and traps (30 charges), potion of shield
- 6 PCs: The wand of glitterdust instead has 19 charges
E2 The Stonehouse (CR 3)
- 4 PCs: Mother Nightthrush
- 5 PCs: Mother Nightthrush and 1 Roadkeeper
- 6 PCs: Mother Nightthrush (Gestalt)
Treasure changes:
- 6 PCs: Mother Nightthrush’s bawdy tales are protected by a bookmark of deception, making it look identical to the herbalism book.
E4 Barricaded Room (CR 2 or less)
- No changes to this encounter
Note: Ideally, a party should use faerie fire or the wand of glitterdust to reveal the phantom fungus, but chances are very low they’ll cast these spells twice if they fail to catch the invisible coffer. I recommend that the coffer always conveniently be in the area of effect of these spells if cast - it’s hard enough to find as it is!
Treasure changes (items not mentioned are unchanged):
- 5 PCs: 8 bags of diamond dust, 9 platinum ingots, and a bag of rust
- 6 PCs: 4 diamonds each worth 2,500gp, 5 platinum ingots, and an insightful scroll case carrying the 3rd and 4th level spells.
E6 Descent into the Ruins (CR 0-3)
Unless the party has attacked the Stonehouse and retreated, there are no Roadkeepers here, as instead everyone is posted above ground or within the Armory. If there are Roadkeepers here, there is 1 Roadkeeper per PC.
When a party has successfully entered Alaznist’s Armory, they level up to 3!
F. Alaznist’s Armory
F1 The Gauntlet (CR 3)
- 4 PCs: 4 Bramblemouth Goblins
- 5 PCs: 3 Bramblemouth Goblins and 1 Goblin Sneak
- 6 PCs: 2 Bramblemouth Goblins and 2 Goblin Sneaks
F2 Central Chamber (CR 4)
- 4 PCs: Ssesseleck
- 5 PCs: Ssesseleck and 2 Bramblemouth Goblin
- 6 PCs: Ssesseleck and 3 Bramblemouth Goblins
Treasure note: For an ABP game, remove Ssesseleck’s ioun stone from her loot without modifying her stats. The +2 to Dexterity replaces her typical ABP benefits.
F3 Chieftain's Den (CR 4)
- 4 PCs: Chief Cheektooth (Cleric 4 Rogue 1)
- 5 PCs:
- 6 PCs: Chief Cheektooth (Cleric 5 Rogue Template)
F5 Detention (CR 1)
- No changes to this encounter except to Crumble. Crumble is instead a Goblin Expert 2 with all of the same roleplay traits but lacking the combat abilities of a frog-talker.
F7 Safe Meeting Chamber (CR ½)
- 1 Bramblemouth Goblin
F8 Guard Post (CR 3)
- 4 PCs: 4 Roadkeepers
- 5 PCs:
- 6 PCs: 3 Roadkeepers, 1 Roadkeeper Veteran
F9 Trapped Meeting Room (CR 5 or less)
-No changes to this encounter
F10 Dolland’s Lab
- 6 PCs: (2) potion of barkskin, (2) potion of bull’s strength, (2) potion of cat’s grace, potion of darkvision, potion of fire breath, potion of invisibility, potion of protection from arrows, and (2) potion of reduce person. +1 Caestus, +1 Banded Mail, wand of protection from evil (29 charges).
F11 Stonehouse Entrance (CR 3)
- 4 PCs: 4 Roadkeepers
- 5 PCs: 3 Roadkeepers, 1 Roadkeeper Veteran
- 6 PCs:
F12 Sharlise’s Grave (CR 5 or less)
- No changes to this encounter
F13 Vault Room (CR 4)
- 4 PCs: Dolland Reggelore
- 5 PCs: Dolland Reggelore and 1 Roadkeeper
- 6 PCs: Dolland Reggelore and 1 Roadkeeper Veteran
F14 Alaznist’s Vault
Treasure note 1: Given that the runeward gauntlets are difficult to identify and may appear quite dangerous as a result, I recommend having anyone capable of reading Thassilonian recognize that the runes on it are blessings and wards against mental interference.
Treasure note 2: If your party did not find the invisible chest in the Stonehouse, or for whatever reason is significantly short on loot for this part of the adventure, I recommend including the following items in another chest in this room:
- 5 PCs: 4 bags of diamond dust worth 500gp each, 2 platinum rods each worth 1,000gp, a rod of thunderous force, and scrolls of lightning bolt, fireball, daylight in an insightful scroll case.
- 6 PCs: 6 bags of diamond dust worth 500gp each, 3 platinum rods each worth 1,000gp, a rod of thunderous force, and scrolls of lightning bolt, fireball, daylight, mage armor, glitterdust, dispel magic, pyrotechnics, shatter, and unseen servant, with the 3rd level spells in an insightful scroll case.
When your party opens Alaznist's vault, they level up to 4!
Askar Avari
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Part 4: Humbling Pride (Fast Progression)
By increasing the manor’s forces further, a DM would communicate both an increased expectation of violence, and imply that the Order of Resplendence is prepared for violence beyond what the AP advocates. Furthermore, given the limited bedding available, increasing the number of acolytes and/or philosophers would simply feel off, while adding more exotic allies would likely change the nature of the organization itself.
As a result, I have prepared more powerful or more ‘appropriate’ stat blocks for most of the residents of Peacock Manor, but I have not made encounter or treasure changes beyond that.
Part 5 will assume that your party is level 4, as whether or not your party fought their way through Peacock Manor, I don’t think the party should receive a level reward for doing so. Instead, the only benefit to doing Part 4 before Part 5 is in getting to use Baraket if your party so chooses
Finally, in order to balance the wealth disparity between players who raid Peacock Manor and those who simply take Baraket, I recommend that, after having some time separated from Baraket, Corstela reaches out to the party, and tells them that her mind feels clearer than it has in months, and she thanks them with a number of scrolls, potions, or other minor magical items they might need, as well as a handy haversack.
Askar Avari
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Part 5: Calming Wrath (Fast Progression)
On morale: Unless the party employs particularly brutal or destructive methods of fighting them, severely outmatched or overwhelmed members of the Horned Fangs will put their lives and the lives of their comrades before their cause. If Jana is present with the PCs, some may surrender as soon as the Horned Fangs look like they’re done for, leaving Mozamer and the other sinspawn to their fate.
H5 Private Lounge (CR 5)
- 4 PCs: 2 Horned Fang Bruisers
- 5 PCs: 2 Horned Fang Bruisers and 1 Horned Fang Gangster
- 6 PCs: 3 Horned Fang Bruisers
H6 Ballroom (CR 5)
- 4 PCs: 2 Horned Fang Gangsters and 1 Fleshdreg
- 5 PCs: 2 Horned Fang Gangsters and 2 Fleshdregs
- 6 PCs: 2 Horned Fang Gangsters and 3 Fleshdregs
H8 Guest Rooms (CR 6)
- No changes to this encounter except to the Gangsters themselves
H9 Dining Hall (CR 5)
- 1 Fleshdreg per PC
Note: If your party has encountered fleshdregs more than once on the surface, I highly recommend just cutting this fight. It’s neither interesting nor important.
H11 Open Lounge (CR 6)
- 4 PCs: Gezrevan and 3 Horned Fangs Gangsters
- 5 PCs: Gezrevan and 4 Horned Fangs Gangsters
- 6 PCs: Advanced Gezrevan, 2 Horned Fangs Gangsters, 2 Horned Fangs Bruisers
H13 Foyer
ABP Treasure Changes: Replace the cloaks of resistance with 1 additional extravagant outfit and 1 quickchange cloak.
H14 Ruined Guest Rooms (CR 0)
- Just for clarity, there is no encounter here by default. The listed CR is incorrect.
H15 Flooded Cavern (CR 0)
No encounter. There is no Hydraggon
- +1 mithral punching dagger
- Wand of fireball (7 charges)
- Jade-and-pearl necklace worth 120gp
- Mithral buckler
- (5 or 6 PCs) boro bead ii
H16 Meeting Room (Fleshdreg Barracks, CR 5)
- 1 Fleshdreg per PC
Note: Once again, I don’t find much meaning to this fight, and it essentially exists solely to drain party resources and provide XP. I’d cut it. If you’re only going to cut one of H9 and H16, I’d cut this one first.
H17 Luxury Guest Quarters (CR 5 or 7)
- 4 PCs: 2 Horned Fang Bruisers [and Jana “Gold” Gildersleeves]
- 5 PCs:
- 6 PCs: 3 Horned Fang Bruisers [and Jana “Gold” Gildersleeves]
Treasure changes:
- (6 PCs): Jana’s satchel is instead a handy haversack, and her life savings is 240pp and 80gp.
H19 Mozamer’s Suite (CR ~8)
- Mozamer and 1 Fleshdreg per PC
Note 2: You may feel that your party is unprepared for this final battle if you have kept them at level 4 as I advise. In that case, I recommend allowing your party to level up so long as they find the portal in H18 and escape, given that the portal is the real plot connection to Book 2, not Mozamer himself. However, if your party does not quickly return to deal with Mozamer, I suggest that he go on the offensive as soon as he can, causing chaos with his fleshdreg and sinspawn (and Hydraggon, if you’d like) allies. I’ve included an alternate Mozamer for going up against him with a large or gestalt party at level 5.
With Mozamer defeated, your party levels up to 5!
Lastly, if your party is sitting on too much money and goods but not enough gear, Audrahni or someone else could bring up going to Magnimar in order to more easily sell and buy what they need. This would also be my solution if you cannot find a more delicate method.
Askar Avari
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Book 2 Part 1: Sailing the Lost Coast
Parts 1 and 2 of this adventure are full of finely-crafted encounters that can't be delicately scaled to party size. As a result, most will not be scaled for either difficulty or wealth.
Event 3: Beckwood's Crate
- No changes to this encounter
Event 6: Assessing the Damage (CR 6)
- No changes to this encounter (it's scary regardless of party size! I might recommend allowing a series of stealth checks to hide from the dunkleosteus)
Event 8: Tainted Water (CR 7)
- No changes to this encounter except to Viraline and Corla
Note: If you really want to scale up the difficulty on this encounter, or want to ensure that Viraline makes it out alive, allow Viraline to activate a 'blessing of the Peacock Spirit' that temporarily grants her the Invincible simple mythic template; it might let her last another round or two.
Book 2 Part 2: The Sihedron Council
Event 11: Haunted Remnants (CR 7)
- 4 PCs: Ilsynor
- 5 PCs: Ilsynor and 1 Allip
- 5 PCs: Ilsynor and 2 Allip
Note: These allip are drawn from elsewhere in Magnimar by Ilsynor's manifestation. One arrives on round 2, and the other arrives on round 3.
Event 12: Rooms at the Gryphine (CR 6)
- No changes to this encounter. You might want to secretly roll everyone's Fort saves and confusion % and record them on a table before session though, this can take a lot of time.
Event 13: Late-Night Visitor (CR 6
- No changes to this encounter except to Dith-ka.
Event 14: Meeting with the Council
ABP Treasure note: While it is fine to give your party full 20,000gp gifts as scripted, note that this will inflate their wealth beyond what they should by 8th level. I lowered the value of the gifts to 16,000gp (wondrous items and rings only) to keep them just under the level 8 value. Treasure complications will be a bit of a theme from here on out.
1) The party is asked to investigate the brutal murder of 4 Sarenrites in Underbridge by a local sculptor named Ayavah. Ayavah took an interest in this case after one of the bodies was left on the street outside her home, and became intent on solving it after discovering the murder weapon incorporated the holy symbol of the demon lord Nocticula (not Shax).
2) The party's investigation, or the ambush that Ayavah proposes, leads them to an old shrine of Sarenrae, which has been converted into a den of evil by the succubus assassin Avalexi and her consort Zadeni, the former Sarenrite priestess. Instead of serving Shax, Avalexi is a former worshipper of Nocticula who recently lost Nocticula's favor and is now trying to curry favor with Shamira, Nocticula's former lover.
3) Once the adventure is concluded and the party reports the truth of the case to Ayavah, she seems very pleased to hear that Avalexi was cast out by Nocticula. She may reveal that she is a supporter of Nocticula who believes she shall soon ascend to godhood.
I also worked in a few other characters; Beckwood asked for the party's help to get out of prison and asked them to meet with a contact of his named Zetar, a merchant in Underbridge. Zetar wasn't interested in doing Beckwood any more favors after arranging his transportation to Nidal, but he's willing to trade a favor for a favor: if the party takes Ayavah's commission, he'll help out Beckwood. Meeting with Ayavah starts the module.
Askar Avari
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Book 2 Part 3: Under the Mountain’s Gaze
A1. Old Man’s Launch
No changes to this encounter, but note that blood biography or similar spells will reveal they were killed with falchions.
A2. Log Crossing (CR 7)
- 4 PCs: 2 Blightspawn
- 5 PCs:
- 6 PCs: 3 Blightspawn
A3. Kelhuud’s Encampment
No changes to this encounter (although giving him ABP results in an effective +1 to almost all of his stats, should he end up in a combat encounter).
A4. Shrine of Ibdurengian
A4a. Bloodstained Altar (CR 7)
No changes to this encounter
Note: The affected squares for this trap are every square the puddle of scarlet bliss is in; a creature need not touch the altar directly to be affected.
A4b. Forsaken Doorstep (CR 7)
- Breath of Ibdurengian (100hp)
- Breath of Ibdurengian (125hp)
- Breath of Ibdurengian (150hp)
ABP Treasure changes: Reduce the value of the garnets to 300gp apiece (2,400gp total).
A5 Bloodstone Bunker (CR 7)
- 1 Yamasoth Cultist per PC
A5b. Armory (CR 6)
No changes to the trap
- 4 PCs: Grimslake
- 5 PCs: Augmented Grimslake (+4 Strength, +4 Constitution)
- 6 PCs: Advanced Grimslake
Askar Avari
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Book 2 Part 4: The World is Hollow Part 1 (Level 6)
B1 Grand Hall of Forges (CR 6)
- 4 PCs: 3 Combusted
- 5 PCs: 3 Improved* Combusted (40hp)
- 6 PCs: 3 Advanced Combusted (50hp)
*Increase the Combusteds’ base attributes and natural armor by 2 and 1 respectively, as if applying half of the advanced template.
B2 An Angry Visage (CR 6)
No changes to this trap
ABP Treasure changes: The gemstones are worth a total of 1500gp per PC.
- 6 PCs: 4 fire opals can be found in the locked compartment
B3 Derelict Ore Elevator (CR 6)
No changes to this hazard
ABP Treasure changes:
- 4 PCs: 8,000gp worth of mithral ore weighing 32 pounds
- 5 PCs: 10,000gp worth of mithral ore weighing 40 pounds
- 6 PCs: 12,000gp worth of mithral ore weighing 48 pounds
B6 Exotics Workshop
No changes to the haunt, except that it triggers on any additional intact weapons as well
Treasure changes:
- 5 PCs: a bloodletting kukri, a boulderhead mace, and an adamantine battleaxe
- 6 PCs: a bloodletting kukri, a boulderhead mace, and a hurricane quarterstaff
Note: I recommend putting in at least one weapon relevant to your party of approximately 6,000gp in value in this room.
B8 Mozamer’s Den (CR 7)
- 4 PCs: Boag-Hok
- 5 PCs: Boag-Hok (max hp = 104)
- 6 PCs: Boag-Hok and Large Air Elemental*
*Against a 6-person team, the censer acts as a censer of conjuring air elementals, except it can only summon evil air elementals, and its power is drawn from the shrine of Yamasoth. Removing the censer from the shrine converts it into a non-magical but ornate censer worth 1,000gp weighing 5 pounds.
C Dust to Dust
C1. Grand Hall of Records (CR 8)
- 4 PCs: 2 Strangled Choking Shades
- 5 PCs: 2 Strangled Choking Shade + Aura of Desecration*
- 6 PCs: 3 Strangled Choking Shades
*The room radiates an aura of desecration created from the unholy influence of these spirits. As a result, they gain a +1 profane bonus on all attack rolls, damage rolls, and saving throws, as well as +1 HP per HD.
Note: All Choking Shade variants automatically gain the advanced simple template.
C2. The Librarian (CR 7)
No changes to this encounter
C3. Spellcaster’s Library
Treasure changes:
- 4 PCs: blessed book and library worth 2,500gp
- 5 PCs: blessed book, a page of spell knowledge ii (silence), and a library worth 2,500gp
- 6 PCs: blessed book, a manual of war, and a library worth 3,000gp
C8. Antechamber (CR 7)
- 4 PCs: Damil Russo and a Hell Hound (Called)
- 5 PCs: Damil Russo and a Bearded Devil (Called)
- 6 PCs: Damil Russo and a Cerberus (gift from the Peacock Spirit)
C9. Cultist Encampment (CR 8+)
- 4 PCs: Hira Doss and Viraline Barvisai
- 5 PCs: Hira Doss, Viraline Barvisai, and an Accuser Devil
- 6 PCs: Hira Doss (GESTALT) and Viraline Barvisai
Note: If you would prefer not to use a gestalt version of Hira Doss, you may instead use the regular version of her and add a Bearded Devil to the room; however, this will make it obvious that Viraline is not alone in the room. I have not found an appropriate creature capable of turning invisible to add to this encounter for 6 PCs. Also, I personally would run this fight across the hall in the far more interesting (and large) room.
C10. Ancient Office (CR 7)
- 1 Poltergeist per PC
Note: I’d probably just skip this encounter if I were you. An Advanced Poltergeist’s abilities are unlikely to have much of an effect on level 6-7 PCs, but they’re incorporeal and invisible, so the fight is likely to take a while. Also, with the CR changes made to this floor, they're no longer needed to pad out XP.
C11. The Nightmares of Augus Premm (CR 7)
No changes to this haunt
At this point (or at any point when the party reaches the Gauntlet of Fury), your party should level up to 7!
For an ABP game, here are the budgets at a few key locations you may want to consider in order to parcel out some drops tailored to your party.
- B6 Exotics Worskhop (budget = 3,250gp per PC) [Weapons]
- Map D Gauntlet of Fury (budget = 3,250gp per PC) [Armor / Defensive items]
- Thybidos's throne (budget = 7,500gp per PC) [Arcane implements]
Whatever your game needs more of, you can increase the budget for by reducing the budget for one or both of the less-needed areas. For instance, if your party is running a large number of armored/divine characters, reducing the budget for Thybidos's throne to 5,000gp per PC to increase the budget of the Gauntlet of Fury to 5,750gp per PC could allow you to, for instance, have armor as an additional reward for completing the Soldier's Ordeal, or be found on a simulacrum of Lo-kath.
Of course, I've done my best to simply scale the existing treasure hoards, but tailored hoards can go a long way to easing the burden for parties that don't like to focus on buying/selling large quantities of items every book.
| magnuskn |
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Thank you for this thread, I hope you make it to the very end of the AP. I'm already kinda sweating having to balance the high-level encounters for my experienced five player group.
Davor Firetusk
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I will say that I'm most of the way through book 6 and for my reasonably experienced group it has played as fairly challenging without need for modification, we nearly had a TPK at one point. In general the encounter design really reflects some clear experience with high level play. That said the line between challenge and cakewalk at high level often seems really thin, so others may well find some need to modify.
Askar Avari
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Thank you for this thread, I hope you make it to the very end of the AP. I'm already kinda sweating having to balance the high-level encounters for my experienced five player group.
I'll absolutely be making to the end of the AP, but as I'm making this guide only a few weeks ahead of where my party advances, progress is likely to be stuttering. We're finishing Book 2 in a couple of days and I'll be publishing the last part after I've had a chance to playtest my modifications.
I will say the encounter design is greatly improved compared to some earlier APs I've read and updating a lot of these encounters has been a breeze in comparison to Rise, where I'd often read through a section and realize I'd have to revise every single encounter, whether it be a creature, trap, or hazard, to be any meaningful challenge to my party. With Return, I get to spend all that homebrew energy to tweaking things for more hype or dynamic encounters or introducing novel mechanics.
And of course, if your party is having a good experience with the AP as-written, it's a more vigorously playtested experience than what I can suggest here. I simply provide this guide because I'm willing to look at the underlying math of the system to ballpark a general suggestion.
As for Book 3, it's going to take me a little time to get going on that. There's a lot of encounters and a lot of maps and I haven't really studied them in as much detail as I did Books 1 and 2. I should hopefully have parts 1 and 2 up before too long though.
Askar Avari
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Note about an earlier level: I missed the Secret Reading Room, C5! Although I don't typically recommend swapping out weapons for non-weapons with Automatic Bonus Progression, I'd recommend the following treasure changes to this room:
- 4 PCs: handy haversack containing 600gp worth of moonstones and a mnemonic vestment
- 5 PCs: handy haversack containing 1000gp worth of moonstones, a mnemonic vestment, and a silent spinel
- 6 PCs: handy haversack containing 600gp worth of moonstones, a mnemonic vestment, gloves of reconnaissance, and a silent spinel
Book 2 Part 4: The World is Hollow Part 2 (Level 7)
As a quick note, I do recommend you use the version of this document on the Drive, as it includes important tables when discussing certain encounters and loot.
D. The Gauntlet of Fury
D2. Hall of Worthies (CR 7)
- No changes to this trap
D3. Watery Fane of Gholz (CR 7)
Trap change: Increase the suggestion DC to 16. Reduce the range of the trap to 20’ (meaning it does not trigger as soon as any creature enters the room).
4 PCs: 1 Chaos Beast
5 PCS: 1 Chaos Beast (max hp = 126hp)
6 PCs: 1 Savage* Chaos Beast
Note: As in the Savage mythic simple template.
D5. Lo-Kath’s Welcome (CR 7)
- 4 PCs: 2 Skinstitches (containing 1 cockroach swarm each)
- 5 PCs: 1 Skinstitch and 1 Resilient Skinstitch (1 cockroach swarm each)
- 6 PCS: 2 Resilient Skinstitches (1 cockroach swarm each)
Note: Resilient skinstitches lose their fire vulnerability, gain fire resistance 10, and gain DR 5/magic
D8. Apprentice’s Ordeal
- 4 PCs: 2 The Melted and Maga Szuul
- 5 PCs: 2 Advanced The Melted and Maga Szuul (max hp)
- 6 PCs: 2 Advanced The Melted and Maga Szuul (gestalt)
Note 2: After some discussion with my own party, I've started giving certain creatures two health bars and a 'phase change' in order to make combats more dynamic. Maga Szuul (gestalt) is the first such creature, though I didn't note it on his sheet. If you're interested in utilizing this mechanic, I can explain it in more detail later, but suffice it to say that a gestalt Maga Szuul would have 2 60hp pools, and once the first is depleted, all of his current debuffs are removed and he immediately receives his next turn, moving from ranged combat to melee.
D9 Soldier’s Ordeal (CR 10 or 11+) - Please see the Google Doc for full info!
Note: I will be providing two versions of this unique encounter. The first is as the book recommends, but scaling. The second version is a particularly tough encounter designed for especially powerful parties or those who went into the ordeal fresh.
E. The Degradation of Thybidos
Development: If your party enters the Gauntlet without encountering the Peacock Cult and then leaves the Gauntlet via the portal in D7, they may completely miss one or both of the cult hooks in this adventure while still completing all their known objectives. In this event, the Peacock Cult decides to run the gauntlet shortly after the party leaves. They will first attempt the Apprentice's Ordeal but leave if Maga Szuul and the Melted remain; then they will attempt the Soldier's Ordeal. Whether or not they successfully obtain a Runestone, they will travel to the Forlorn Sepulcher next, potentially encountering your party. I would recommend having all of the cult members arrive in the Fane of Wrath just as the party is leaving if you need a climactic final battle for the adventure. A bearded devil could round out their team to a clean CR 10.
E2. The Fane of Wrath (CR 8)
- 4 PCs: Zerrund
- 5 PCs: Zerrund and 1 Advanced Giant Rot Grub
- 6 PCs: Zerrund and 2 Advanced Giant Rot Grub
E4. The Loves of Thybidos (CR 8)
- 4 PCs: 3 Wraiths (50hp)
- 5 PCs: 4 Wraiths (40hp)
- 6 PCs: 3 Advanced Wraiths (60hp)
E5. Beast Trap (CR 7)
- 4 PCs: Fiendish Death Worm
- 5 PCs: Fiendish Death Worm and wind wall trap*
- 6 PCs: Fiendish Death Worm and wall of fire trap*
Note: These traps appear along the radius of the circle, separating creatures inside from those outside. In both cases, they deter ranged attacks (wind wall via negation, wall of fire via concealment), but only the wall of fire deters entering or exiting the circle. The CL of the wind wall trap is 5, while the wall of fire is CL 7. The DC to detect or disable either is 25.
E6. Crypt of the Fidaelem (CR ~ 9)
- 4 PCs: Vola Adurusk and 6 Wights
- 5 PCs: Vola Adurusk and 6 Cairn Wights (use book’s stats for Vola)
- 6 PCs: Vola Adurusk and 6 Advanced Cairn Wights (as above)
Note: Cumulatively, the Fidaelem are equal to a CR 10 encounter. However, given the disadvantageous position they begin in, the CR of this encounter is reduced by 1. If a party instead destroys the Fidaelem in their tombs before they attack, reduce this encounter’s CR to 7.
E7 Legacy of Wrath (CR 8)
- 4 PCs: 1 Effigy of Xiren
- 5 PCs: 1 Hasted* Effigy of Xiren
- 6 PCs: 1 Agile** Effigy of Xiren
*Note 1: Once per day as a swift action, the Effigy of Xiren can gain the benefits of a haste spell for 6.
**Note 2: As in the Agile mythic simple template. The Agile Effigy of Xiren alternates between uses of its Dazing Gaze and melee attacks on its two initiatives, focusing its attacks on whoever was not stunned by its gaze. Do not increase the Effigy’s SR to account for its increased CR.
E8 The Jeweled Ascent (CR 8)
- No changes to this encounter
E9 The Forest of Pillars (CR 8)
- 4 PCs: 2 Vexenion
- 5 PCs:
- 6 PCs: 3 Vexenion
E10 Hydra’s Grave (CR 8)
Haunt Changes:
- 5 PCs: Each attack deals 2d6+2 points of fire damage
- 6 PCs: Each attack deals 3d6 points of fire damage
E11 The Torment of Thybidos (CR 9)
- 4 PCs: 2 Ivory Sentinels
- 5 PCs: 2 Improved* Ivory Sentinels
- 6 PCs: 2 Wrathplated** Ivory Sentinels
*Note 1: Increase the Sentinels’ base attributes and natural armor by 2 and 1 respectively, as if applying half of the advanced template. This does not modify their hit points.
**Note 2: As in the Runeplated template. This adds 2d6 fire damage to all of their attacks and grants them a +2 on saves against abjuration and conjuration effects.
Without ABP
4 PCs - ring of forcefangs, apocalyptic metamagic rod, bead of force [3], wand of wall of fire [11 charges], scrolls [v: icy prison, lightning arc] [vi: leashed shackles, contagious flame], empowering topaz
5 PCs - ring of forcefangs, apocalyptic metamagic rod, bead of force [3], wand of wall of fire [9 charges], pink and green sphere ioun stone, scrolls [v: icy prison, lightning arc], [vi: leashed shackles, contagious flame, mark of wrath], rune-inscribed gemstone, empowering topaz
6 PCs - ring of forcefangs, apocalyptic metamagic rod, bead of force [5], wand of wall of fire [19 charges], pink and green sphere ioun stone, scrolls [v: icy prison, lightning arc], [vi: leashed shackles, contagious flame, mark of wrath], rune-inscribed gemstone, empowering topaz
With ABP
4 PCs - ring of forcefangs, apocalyptic metamagic rod, wand of wall of fire [10 charges], bead of force, scrolls [v: icy prison, lightning arc] [vi: leashed shackles, contagious flame], silent spinel
5 PCs - ring of forcefangs, apocalyptic metamagic rod, wand of wall of fire [12 charges], bead of force [2], scrolls [v: icy prison, lightning arc] [vi: leashed shackles, contagious flame], empowering topaz
6 PCs: ring of forcefangs, apocalyptic metamagic rod, wand of wall of fire [11 charges], bead of force [4], scrolls [v: icy prison, lightning arc] [vi: leashed shackles, contagious flame, mark of wrath], rune-inscribed gemstone, still amber
Event 18: A Runelord Rising
- No changes to this encounter.
1. Your party received Ashava's blessing; Thybidos apologized to Xiren - The next time the party rests beneath the open sky, Ashava appears before them in her humanoid guise. She explains the gist of what happened between Xiren and Thybidos if the party didn't glean it, and thanks them for freeing a soul who experienced such tremendous suffering. Then she warns them about the activities of the cults in Varisia and asks for their help to protect the land and its people. If the party is close with Audrahni, she asks them to look out for her as well. If they have used or lost Ashava's blessing since first receiving it, they receive it again. If they continue to free suffering spirits, they may gain an event more powerful blessing later on.
2. Thybidos apologized to Xiren without providing any information to the party - Thybidos's body turns to ash following his apology, glowing from embers within. Interacting with the ash infuses your party with flame, Thybidos's thanks to his rescuers. This grants the same benefits of Thybidos's blessing below, but also curses them with a lesser version of the Quartering Curse. When the creature dies, it must make a DC 21 Will save, or else its head, arms, and legs are ripped from its torso, preventing the use of raise dead or other magic that requires the body to be whole. If the creature is not resurrected within 24 hours, they rise as a ghost with the original Quartering Curse as a bonus special ability. The ash itself can be used as a component of Thybidos's body for spells that are affected by such a component.
3. Your party frees Thybidos and presents an Abyssal Runestone - Thybidos acknowledges the party's worthiness and commands them to bow. If they show proper humility, he asks them their wish in thanks for rescuing him. If their wish is for information or a specific, narrow assistance, he provides it before taking his leave. However, if they ask for his help in defeating Alaznist, Xanderghul, or Sorshen, he offers his blessing, acknowledging them as servants of the Runelord of Wrath (this idea seems to be alluded to in his request that they 'become his wrathful champions,' but is not followed up on). This grants the following benefits:
- The PCs are now considered Bakrakhanians and servants of the Runelord of Wrath for effects dependent on nationality or allegiance (such as the patriotic enchantment)
- The PCs may gain clout from items or characters who can perceive the blessing, such as Garvok or ancient outsiders.
- The PCs are warded against Alaznist's attempts to scry them (this is redundant, but the party doesn't know that).
- The PCs gain an SLA called wrathsight, allowing them to detect creatures whose greatest sin is wrath or whose greatest virtue is righteous anger.
- The PCs take a -4 on saving throws against mind-affecting effects that Thybidos creates. This may become relevant later on in the campaign.
As your party finishes their business on Rivenrake Island, they level up to 8! Remember not to immediately progress all the way back to Magnimar, as book 3 begins immediately!
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I'll absolutely be making to the end of the AP, but as I'm making this guide only a few weeks ahead of where my party advances, progress is likely to be stuttering. We're finishing Book 2 in a couple of days and I'll be publishing the last part after I've had a chance to playtest my modifications.
Luckily I'm a few years away from GM'ing it, given that I am in book five of Hell's Rebels at the moment and another group member wants to do Strange Aeons after I'm done. When he finishes, I'll start Return of the Runelords, by which time you'll probably have long finished. :)
I will say the encounter design is greatly improved compared to some earlier APs I've read and updating a lot of these encounters has been a breeze in comparison to Rise, where I'd often read through a section and realize I'd have to revise every single encounter, whether it be a creature, trap, or hazard, to be any meaningful challenge to my party. With Return, I get to spend all that homebrew energy to tweaking things for more hype or dynamic encounters or introducing novel mechanics.
And of course, if your party is having a good experience with the AP as-written, it's a more vigorously playtested experience than what I can suggest here. I simply provide this guide because I'm willing to look at the underlying math of the system to ballpark a general suggestion.
That's good to hear. I am currently also running Curse of the Crimson Throne Anniversary and am kinda flummoxed at how badly underpowered the Scarwall encounters still are. There's a clear difference to Hell's Rebels, where encounter design obviously is more challening overall.
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Book 3: Runeplague Overview
Frequency 1/day
Effect 1d4 Dex damage and 1d4 Cha drain plus transformation (see below); Cure the polymorph plague can be cured only by magic such as remove disease or heal.
Special Once its Charisma is reduced to 0 while suffering from the polymorph plague, the victim immediately transforms into a nongood- and nonlawful-aligned animal, aberration, magical beast, or vermin with an Intelligence score no higher than 5 (the exact creature transformed into should be selected by the GM). Its mind changes as well, as it loses all previous memories and behaves as a typical member of its new shape—it remembers its previous life only in vague glimpses and snatches endured as mocking nightmares during sleep. A true seeing spell reveals the creature’s previous form, and a successful break enchantment (against the plague’s save DC of 18) can restore a creature to its previous form.
Once contracted, the polymorph plague can only be cured by magical means, and Charisma drain inflicted by the plague is permanent unless removed by restoration. It would be reasonable, though not RAW, to allow break enchantment to also remove the effects of the plague, given it can undo the transformation caused by the plague.
To what degree the plague functions by poison rules versus disease rules is not fully explained, but here are the two main things to decide, which will determine how threatening the plague is to PCs:
1. The plague has no listed onset. If you interpret this to mean ‘the effect occurs immediately, and then again every 24 hours after the first failed save’, the plague is quite dangerous even for a prepared party.
2. The Fortitude DC to resist the plague may increase by 2 every time a character is exposed to it via injury or ingestion (like a poison). If so, this makes the multiple potential exposures during the Zincher siege or possible random encounters more threatening, especially if paired with the ‘immediate onset’ interpretation above.
For most parties, I would recommend adopting the second rule, but not the first. If you have a gestalt or otherwise unusually powerful party, consider adopting both rules.
Story Changes: Within these modules, a powerful will-o-wisp by the name of Tulvhatha has entered the Mushfens, slaughtered the guardians of the Glade of Silver Sparks, and used the artifact therein to channel the souls of the dead for unholy magics. She has further corrupted the fey of the mushfens and taken control local undead, using them to pervert Magnimar's monuments in order to raise an army of restless souls and sow discord within the city.
Within the adaptation I propose, it was Erigantus, not Tulvhatha, who found his way to the Glade of Silver Sparks, posing as a simple wanderer bearing Ashava's holy symbol. Once inside the glade, he slaughtered its guardians before freeing several creatures who had been magically imprisoned within statues by a former high priest of Ashava. These creatures are Tulvhatha, the Twilight Queen; Avalexi, the Light in Shadow; Sumsarru, the Collector; and a creature without a face or name (a Nightwinder Nightshade, an addition to Part 4).
Erigantus offered alliances with these creatures to bring terror and despair to the peoples of Magnimar. Of the four, only Sumsarru agreed willingly out of personal interest in Erigantus - Tulvhatha and Avalexi went their own ways, while the nightwinder fell under Erigantus's control after attempting to kill him. Erigantus's goals are twofold: first, to create a distraction while Leptonia perfects the polymorph plague, and second, to increase his own power before attacking the Shrine of the Seal. The first three accomplish the former whether he commands them or not, while the last of the four accomplishes the latter.
Adapting 10-5: In this version of events, Audrahni has started investigating the corrupted monuments on her own while the party has been away at Hollow Mountain. She has tried to seek out a spirit she used to be friendly with, Ordellia Whilren, but was shoo'd away by the current head investigator, Theodorus Ichonvarde.
When the party returns from Hollow Mountain, Ayavah has not yet reported her vision to the Council, and so the Council does not immediately direct them to the Gecko. Sheila is dealing with the request from the Varisian Council to investigate while her resources are already tapped from investigating the missing Heroes and potentially risen Runelords. She asks the party if they would investigate on the Council's behalf, suggesting the Peacock Cult (or the Yamasoth cult, if the party brings info about them) may be behind it. Having heard about Audrahni's personal investigation from a third party, Sheila suggests they involve her as an expert on spirits and Magnimar's history.
Near the end of the investigation, in Ordellia's townhouse, switch Davorge for Theodorus Ichonvarde and/or Audrahni. In addition, the vampire spawn are Sumsarru's derro. Sumsarru himself may be present as well, but he prefers to exchange information about Tulvhatha, blaming her for the recent corruptions, than fight the party here.
At the end of the adventure, Luvyire does not name Tulvhatha as the slayer of his friends, but a mysterious, white-haired man cloaked in black. A necromancer of terrifying power, who called himself Erigantus. He will also know of the four creatures that were imprisoned there, and now likely freed (Avalexi, Tulvhatha, Sumsarru, and the nightwinder). Theodorus, if he survives, decides to seek out the source of these vampires - an investigation that will eventually lead him to the Gecko.
Adapting 10-7: On the next full moon after 10-5 (possibly after Book 3 Part 1 is concluded), Luvyire, Sheila, and Audrahni requests the party's aid in eliminating Tulvhatha, who has conquered the Glade of Silver Sparks. The adventure progresses essentially as-normal, but the combat against Ichonvarde is eliminated. Tulvhatha, before she dies, speaks the name of the one who freed her: Erigantus.
Event 2: The Invaders - Final Encounter (CR 12)
- 4 PCs: Misery Siktempora
- 5 PCs: Misery Siktempora (210hp)
- 6 PCs: Agile Misery Siktempora (Mythic Simple Template)
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Book 3 Part 1: Polymorph Plague
A. The Gecko
Event 5: The Gecko's Guardian (CR 10)
- No changes to this encounter
A3. Marshalling Chamber (CR 10)
- 1 Derro Vampire Spawn per PC
Note: Don’t change the number of drunkards regardless of the number of PCs. Instead, simply have more derros directly engage the party while those unraveling the chains use a SLA to disrupt the party and set up sneak attacks for their fellows.
Treasure Changes (cumulative):
- 5 PCs: Add a metamagic gem (maximizing sapphire)
- 6 PCs: Change the breastplate to +1 mithral breastplate, and mithral dagger to adamantine dagger
A4. The Testing Room (CR 6)
- No changes to this encounter
A5. Cult Headquarters
- No changes to this room except to the trap
Type magic; Perception DC 31; Disable Device DC 31
EFFECTS
Trigger opening the door to A6; Reset none
Effect spell effect (summon monster VI, CL 12th)
- 4 PCs: 2 Babau
- 5 PCs: 2 Augmented Babau (+4 Str, +4 Con)
- 6 PCs: 3 Babau
Note: I've included the text of the handouts I used in the link above.
Guardroom
- No combat. There is no Mohrg in this room.
A9, A11. Sumsarru’s Crypt and Erigantus’s Lab (CR 8-10)
- 4 PCs: Sumsarru*, and Advanced Totenmaske
- 5 PCs: Sumsarru*, Advanced Totenmaske, and 1 Shadow Beast
- 6 PCs: Sumsarru*, Advanced Totenmaske, and 2 Shadow Beasts
Note 1: I’ve compiled these two encounters for the sake of CR calculations to make scaling a little less fiddly. While each room and its encounter can be encountered individually, it’s possible for them all to be encountered together (for instance, if your party takes a route that leads into Sumsarru’s crypt before Erigantus’s lab or the Guardroom). Thus, these combined encounters have a consistent CR of 10, even if their individual CRs change based on party size.
Note 2: There’s three different versions of Sumsarru you can use here based on your evaluation of your party. In general, I recommend the Unchained Rogue 5 version. If your party is significantly above the power curve (gestalts, for instance), the Slayer 5 version is a beast. If your party is very low on resources by the time they encounter him, the book version is fine. Remember that he can call 1d4+1 bat swarms to assist him in combat if he’s found alone!
A12. The Scarred Gears
- No changes to this hazard
A15. Prison of Og-Zeugus
- No changes to this encounter
Once your party has learned the date of the Zincher raid and escaped the Gecko, they reach level 9! If you're including the additional adventures of Mysteries Under the Moonlight, the party instead levels once they learn the date of the Zincher raid and have defeated Tulvhatha.
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Book 3 Part 2: The Zincher Siege
Event 6: Meeting Clegg Zincher
- No changes except to Mr. Magenta
Event 7: The Cult Attacks (CR 15)
- 4 PCs: Leptonia, 20 Yamasoth Cultists (CR 4), 8 Cythnigots, 1 Nyogoth
- 5 PCs: Leptonia, 20 Yamasoth Cultists (CR 4), 6 Cythnigots, 2 Nyogoths, 1 Chaos Beast (summon monster vi scroll)
- 6 PCs: Leptonia, 20 Yamasoth Cultists (CR 5), 9 Cythnigots, 2 Nyogoth, 1 Utukku
5 PC changes: The second nyogoth follows the tactics of the first, lifting a cultist to the roof before teleporting into the building. The second nyogoth does not, however, teleport to the same floor as the first, even if it knows the location of the PCs. At the end of the third wave, Leptonia summons a chaos beast using a scroll of summon monster vi into whatever opening the cultists have created, typically an entrance on the first floor.
6 PC changes: The additional nyogoth uses the tactics mentioned above. The Utukku has transformed into the guise of Isiah Kalynn and donned the cultists’ attire, but will enter its true form as it participates in the third wave attack. It has the Protection and Artifice (Toil) domain powers, supporting the cult with aid, mass cure light wounds, and Aura of Protection until it enters melee combat. It typically reserves its Horrific Appearance until most (but not all) of the third-wave cultists are defeated, after which it uses its Aura of Repetition in hopes of trapping its foes into methods of recovery.
Reward Point Changes
See the Notes google doc available above for the adapted rewards chart.
- 5 or 6 PCs: If more than half of the allied NPCs flee or die, lose one reward point. If none flee or die, gain 1 reward point.
Here’s my timeline for the siege, feel free to copy or adapt it.
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Book 3 Part 3: A Night on the Town
Encounters
Event 14: The Assassin Out Of Time (CR 12)
- 4 PCs: Time Flayer
- 5 PCs: Time Flayer (max hp: 221)
- 6 PCs: Agile Time Flayer (Mythic Simple Template, hp: 172)
Event 15: The Burning of Ileosa (CR 14)
- Peacock Phoenix plus 2 Peacock Cultists per PC
- If Hira Doss escaped in Book 2, add her and remove 2 cultists
If captured alive and forced to cooperate with the PCs (for instance, via charm person), Hira can tell them that the cult is centered in the Temple of the Peacock Spirit, but not how to perform the Viridian Transcendence.
- Customize Sorshen’s rewards to suit your party. The easiest way to do this is to take the budget provided below to purchase 2-3 items to suit your party, then have them granted as rewards in ascending value. When employing this method, it is better to err on the side of inexpensive but useful, as your party is much less likely to sell the items they receive. Assume your party will receive all rewards. [If you don’t want to do this, I’ll provide some suggestions below].
- If your party has plenty of money, treat the items recovered from Peacock Cultists as bonus loot, assuming the party will sell the amulets for each one killed or captured for 2,000gp. If half or more of the Cultists are killed or captured, do not grant the party any additional rewards or vouchers from the crown.
- If your party is struggling financially, note down how many Peacock Cultists escape via the Viridian Escape. Multiply that total at the end of the encounter by 2,000 to determine a GP value. Then treat that GP value (+10,000 if they're really struggling) as the sum the party receives as a voucher from the crown of Korvosa, or add it to the treasure hoard of Part 4.
Sorshen’s Reward Budgets (No ABP / ABP)
- 4 PCs: 46,000 / 34,500
- 5 PCs: 57,500 / 43,125
- 6 PCs: 69,000 / 51,750
Ancient Stone (Scarlet and Blue Sphere Ioun Stone)
- 4 PCs: dusty rose ioun stone
- 5 PCs: dusty rose ioun stone
- 6 PCs: dark blue ioun stone
Gargoyle Gift (Ring of Minor Spell Storing)
- 4 PCs: amulet of proof against paralysis
- 5 PCs: ring of minor spell storing
- 6 PCs: greater talismans (warrior’s courage, pentacle, triskelion)
Pig’s Dinner (Stone of Good Luck)
- No change to this reward
Price 28,000 GP; Aura: Moderate illusion and transmutation; Caster Level: 9th
Slot: head or neck; Weight: -
This scarf is crafted from fine, almost transparent silk of a deep red hue. When worn about the head as a veil or the neck as a scarf, the dance of seven veils disguises the wearer in a different shape, as per disguise self. The wearer can cast levitate at will and gains a +4 competence bonus on Bluff and Diplomacy checks. Lastly, the first time each day the wearer becomes grappled, entangled, or paralyzed, they gain the benefits of freedom of movement for 3 rounds.
Construction Requirements: Craft Wondrous Item, disguise self, freedom of movement, levitate; Cost: 14,000 GP
Once your party has learned the location of the Bone Grimoire and concluded their business in Korvosa, they reach level 10!
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Book 3 Part 4: The Sundered Seal
D3. False Shrine (CR 12)
- 4 PCs: Woaerym
- 5 PCs: Woaerym (max hp: 191)
- 6 PCS:
D3a. Quadrille Controls (CR 10)
- 4 PCs: Clay Golem
- 5 PCs: Clay Golem (max hp: 160)
- 6 PCs: Clay Golem [Panthereon]
Panthereons are cat-headed clay golems which were once built to act as mighty guardians. To create a Panthereon, modify a clay golem as follows: CR 11, add bite +19 (4d6+7 plus cursed wound), speed 30 ft., add Improved Initiative as a bonus feat, change initiative modifier to +3.
This particular Panthereon has a stag head with a gore attack, rather than a cat with a bite.
D4. Quadrille (CR 11)
No changes to these traps
D5. Hexward Guard (CR 11)
- 4 PCs: 1 Baykok and 2 Reborn Brothers
- 5 PCs: 1 Baykoks and 3 Reborn Brother
- 6 PCs: 2 Baykoks and 2 Reborn Brothers
D7. Eastern Stairs (CR 10)
- No changes to this trap
D10. Monk Cells (CR 11)
- 4 PCs: 1 Reborn Brother per PC
- 5 PCs: 1 Reborn Brother per PC and 1 Baykok
- 6 PCs: 1 Reborn Brother per PC
D11. Collapsed Library (CR 11)
- No changes to this encounter
- 4 PCs: Remove the book of the loremaster
- 5 PCs: Keep the book of the loremaster
- 6 PCs: Keep the book of the loremaster
Note: For a four-person team, you could remove Ysyyr’s magical weapons and armor, as well as his poison, thus rendering him a non-combatant. If you do, keep the book of the loremaster as a hidden item.
D12. Chapter Hall (CR 12)
- No changes except to Erigantus
- 4 PCs: Remove the lyre of building
- 5 PCs: Remove the lyre of building, add a scroll of greater restoration
- 6 PCs: Keep the lyre of building, add a scroll of greater restoration and a metamagic gem (empowering topaz)
D13. The Sundered Seal (CR 0 or 11)
- 6 PCs: 1 Nightwinder Nightshade
Assumption 1: Woaerym will flee rather than fight - once she knows the party has made it as far as the Overshrine, she will dimension door to D1 and flee Kaer Maga.
Assumption 2: The party is unlikely to encounter Yssyr as part of the large fight - he will not be scaled for party size nor included in XP calculations.
Assumption 3: The party will deal with these encounters at a staggered rate, neither all at once nor as completely separate encounters.
I’m setting the entire encounter CR at 14 based on that, and suggesting changes aiming at that CR for larger or more powerful parties.
Battle in the Shrine (CR 14)
- 4 PCs: Erigantus, 2 Totenmaskes, and 4 Reborn Brothers
- 5 PCs: Erigantus, 2 Totenmaskes, 5 Reborn Brothers, and 1 Baykok
- 6 PCs: Erigantus, 2 Totenmaskes, 6 Reborn Brothers, and 1 Nightwinder Nightshade
Note: Totenmaskes are worth 1 Reborn Brother, Baykoks are worth 2 Reborn Brothers, and the Nightwinder Nightshade is worth 4 Reborn Brothers. If you want to switch up the enemy compositions, use those equivalencies as guidelines.
Turn Pacing (5 PCs) [6 PCs]
Round 1 - Reborn Brothers (+ Baykok) roll initiative and attack. [Nightwinder Nightshade rolls initiative but does not attack]. Erigantus is alerted to intruders.
Round 2 - Erigantus casts cloak of shadows and alerts the nearby Totenmaskes to danger. Woaerym, if present, casts invisibility. [Nightwinder attacks or casts haste].
Round 3 - Erigantus casts invisibility before opening the door to observe the battle. Woaerym flees via dimension door.
Round 4 - Erigantus casts eyes of the void, opens the door fully, and orders the totenmaskes to attack.
Round 5 - Erigantus exits the room, delaying his turn first if necessary to ensure the party acts between the totenmaskes and his exit. He then casts finger of death.
Treasure and XP summaries for this section are available within the Google doc notes for those curious.
Once your party has retrieved the Bone Grimoire and met the Steward of Stethelos, they reach level 11!
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I'll be making two posts on this short section. The first is just a standard scaling suggestion like I do for (almost) every fight. The second will be a variant version of the fight using some homebrewed mechanics specifically for gestalt/powerful parties. You can find the current version of the fight (not yet tested by my party) in the Drive above. I'll upload that version once I've had a chance to test it.
Zutha Reborn (CR 14)
- 4 PCs: Zutha’s Fragment
- 5 PCs: Zutha’s Fragment, 1 Bonestorm, and 1 Lacedon Horde
- 6 PCs: Zutha’s Fragment, 2 Bonestorms, 1 Lacedon Horde, and 1 Bloody Skeletal Sea Serpent
Note: These undead are drawn by Zutha's necromantic power and are under his control as per control undead. This control can be contested or dispelled as normal. 1 arrives at the end of each round until every allotted creature has been added to the combat.
Zutha HP Scaling (Single Stat-block)
- 50hp per regular PC
- 75hp per gestalt PC
- Example: Against a party of 5 regular PCs, Zutha begins with 265 hp (250 + false life)
Once your party has defeated Runelord Zutha, they do not reach level 12! There's a discrepancy between Books 3 and 4 in saying when the party should reach level 12, and I will be making this guide assuming a Level 11 party for Book 4 Part 1.
In addition, Alaznist's damage to the timestream means that they now roll twice and take the worse result on all Kn: History checks, and everyone has forgotten the names of the Sihedron Heroes.
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As you may have noticed from reading this guide, I am running this campaign for a set of gestalt PCs. When it comes to high-point-buy, mythic, or gestalt characters, increasing CR by adding mooks, as is typical advice, doesn’t quite cut it, as even powerful creatures can be easily overwhelmed or defended against thanks to high PC statistics. As a result, for my own game, I am adding ‘boss mechanics’ to certain encounters, including Zutha. These are largely homebrewed and inspired by my experience in other TTRPGs such as Pokemon Tabletop United, ICON, and D&D 4e. I’m including this section in my guide less as a recommendation for how to run your game, and more as a matter of sharing the work I’ve done to accommodate my own party.
Here is a summary of the mechanics I’ve incorporated for “BOSS: Zutha Reborn”
- 25 hp/phase per regular PC
- 40 hp/phase per gestalt PC
Example: Against a party of 3 gestalt PCs, Zutha’s first phase has 135 hp (120 + false life), and his second phase has 144 hp (120 + greater false life).
Phase 1 - Zutha casts spells and wields his scythe exactly as outlined in his stat block in the NPC Gallery. Once his HP is depleted, his phase changes and his initiative changes to act next. Any additional damage after the fatal blow carries over into Phase 2.
Phase 2 - Zutha cleanses all status effects and dispels all ongoing spells, including beneficial ones. Then, his automatic spells are cast again, though greater magic weapon is eliminated and false life is replaced with greater false life. Zutha discards his scythe and gains the Zutha’s Fragment (Gestalt) stat block. Any spells already cast remain used.
First Initiative (Phase 1): Zutha has a full set of actions (standard, move, swift), and must use his standard action to cast a spell or activate a special ability. This follows his stated tactics as the book.
Second Initiative (Phase 1): Zutha only has a standard action, which he cannot use to cast a spell. Instead, he may only perform an attack, or activate one of his Boss Abilities (detailed below).
First Initiative (Phase 2): Zutha has a full set of actions (standard, move, swift), preferring to attack or grapple enemies in melee, or use damaging spells if he cannot.
Second Initiative (Phase 2): Zutha only has a standard action, which he cannot use to perform a melee attack. He can only cast a spell or activate a special ability.
Scythe Sweep [Su] (Phase 1): As a standard action, Zutha imbues his scythe with violet flame and sweeps it in front of him, dealing 8d6 negative energy damage in a 20’ line (DC 23 Reflex save to half). This line can begin in any square adjacent to him and continue in any direction, although it cannot pass through him. This negative energy can only harm the living, it cannot heal undead.
Lifehunt Scythe [Su] (Phase 1): As a standard action, Zutha makes a melee touch attack with his scythe, tearing through his enemy’s life essence. The attack deals 12d6 slashing damage (DC 23 Fort to half) and grants Zutha temporary hit points equal to half the damage dealt. These temporary hit points do not stack with those from false life, and have a duration of 1 minute.
Summon [Sp] (Phase 1 or 2): As a standard action, Zutha commands the restless dead of Xin to rise within 60 feet. At the end of the turn, a mass of undead arrives or is animated as a Bonestorm, Lacedon Horde, or Bloody Skeletal Sea Serpent. The undead are under Zutha’s control as per control undead. The maximum number of each type Zutha can summon in this encounter is provided in the encounter changes on Page 1.
Shackles of Pain [Sp] (Phase 2): As a standard action, Zutha wraps a chain around a target within 30’, binding them to him (DC 23 Will negates). For one round, any hit point damage Zutha takes is also taken by the target. In addition, the target cannot move more than 30’ from Zutha without making an opposed Strength check; if they succeed at the check, the effect is ended. This is a necromancy, force, pain effect.
Deathblow [Ex] (Phase 2): As a standard action, Zutha can strike an adjacent helpless creature with such ferocity it tears through armor and flesh alike. This attack deals 6d6+24 bludgeoning damage; if the target is reduced to -1 or fewer hit points, they must save or have their heart ripped out (Fort DC 23 negates). At the start of Zutha’s next turn, the target dies unless they have been targeted with a regenerate spell or equivalent effect.
Turn 1
- Zutha casts quickened displacement before flying out of reach of his opponents, and then finger of death on the primary caster of the runewaking ritual.
- Zutha uses his Summon boss ability to summon a Bonestorm between him and PCs on the ground.
Turn 2
- Zutha casts quickened mirror image, then finger of death on the character that posed the greatest threat to him last round.
- Zutha uses his Scythe Sweep boss ability to threaten enemies who have pursued him into the air.
Turn 3
- Zutha casts quickened blindness/deafness on a ranged attacker or spellcaster, followed by disintegrate against the same target. He prioritized damage dealers (like archers, gunslingers, or evokers) over support casters.
- Zutha uses his Summon boss ability to summon a Lacedon Horde, again focusing on ranged attackers before melee threats.
Turn 4
- If Zutha can’t achieve aerial supremacy due to ranged attacks or group flight, he’ll return to the ground to cast wall of brine, separating him from anyone remaining on the ground. If remaining in the air is effective, he’ll target grounded opponents with empowered fireball while gaining more height.
- Zutha will use his Lifehunt Scythe boss ability on any targets that have pursued him into the air, or activate his Lifesight if no one has.
Turns 5+
- On subsequent turns, Zutha will identify whoever has been his greatest threat so far and begin to focus them down with his remaining resources, such as a second quickened blindness/deafness, cone of cold, and empowered scorching ray. He’ll continue to alternate between scythe attacks and summons in phase 1 until he has summoned all the undead he can control.
- In Phase 2, Zutha will instead try to eliminate his greatest threat through grapples, using a Greater Grapple -> Savage Slam -> Vicious Stomp combo to slow down their offense and gain the upper hand. He’ll use his spell actions to dissuade intervention through spells like black tentacles, telekinesis, and create pit while he defeats what he perceives as the greatest threat. As a lich, he believes he will return from the dead if killed, but that opponents he defeats now are unlikely to have the same luxury.
I ran this variant combat with both of my (gesalt) parties and had a pretty great time with it. Zutha's abilities were consistently threatening, and he didn't immediately fold to their extremely aggressive tactics. Both me and my players were happy enough with it that I felt it was time to post it.
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Event 1: Dragon Displaced
- No changes to this event, nor to Ninuron’s stats
A. The Therassic Library
A2. Lecture Hall (CR 14+)
- 4 PCs: 1 Time Dimensional
- 5 PCs: 1 Time Dimensional and 1 Time Flayer
- 6 PCs: 1 Time Dimensional and 2 Time Flayers
Note: The Time Flayers in this room are under a similar veil effect as the Time Dimensional, themselves as scholars of Thassilon. If the Steward of Stethelos protects the PCs from a lethal blow from any enemies in this battle, all of them are banished.
A4. Hallway (CR 11)
No changes to this trap
A7. Unfinished Cauldron
- No changes to this trap
A8. Impossible Room
Hazard: Malfunctioning mass reduce person trap changes
- Nauseating effect occurs after only 2 rounds spent in the room
- Nauseating effect only lasts as long as the creature remains in the room, plus an additional 1d4+1 rounds.
Note: The changes to this hazard are intended to make the hazard a meaningful potential hazard, or potential tool, in the upcoming Event 2. It also aims to avoid completely neutralizing a PC from that encounter or the encounter in the library should they fail their saving throw.
A9. Library (CR 13+)
- 4 PCs: 1 Clockwork Assassin (200hp)
- 5 PCs: 2 Clockwork Assassins (120hp each)
- 6 PCs: 2 Clockwork Assassins (160hp each)
Event 2: Removing the Distortions (CR 12)
- 4 PCs: 1 Advanced Hound of Tindalos per round for 6 rounds
- 5 PCs: 1 Advanced Hound of Tindalos per round for 6 rounds (2 on rounds 2 and 5)
- 6 PCs: 1 Advanced Hound of Tindalos per round for 6 rounds (2 on rounds 2, 4, and 6)
Note 1: The number of Hounds of Tindalos have been increased to account for the reduced threat of them entering at a staggered pace. As a result, the CR remains the same across all iterations.
Note 2: I recommend limiting the effect of teleportation effects such as dimension door once the party has acquired the Book of Serpents, Ashes, and Acorns, with such effects failing in the library, and requiring a DC 26 CL check in other rooms. A failed check results in the PC appearing at a random room in the dungeon - roll 1d8, with each number corresponding to its map label.
Event 3: Research
- No changes to this event
Treasure Changes, Ninuron's Hoard (ABP):
- 30,000cp per PC
- 13,000sp per PC
- 3,500gp per PC
- 225pp per PC
- Art objects worth 1,200gp per PC
- Gems worth 1,500gp per PC
- 4 PCs: +2 towershield, +1 corrosive warhammer, +1 seeking heavy crossbow, deck of illusions, tremor boots
- 5 PCs: +2 towershield, +1 corrosive warhammer, mage’s crossbow, deck of illusions, tremor boots
- 6 PCs: +3 towershield, +1 corrosive warhammer, mage’s crossbow, deck of illusions, tremor boots, southern star ioun stone
Once the PCs have repaired the temporal fracture, they level up to level 12!
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Book 4 Part 2: Cultists in the Clouds
- 5 PCs: Inhabitants of the valley gain the benefits of any Peacock Shrines in adjacent maps, as well as those from an earlier part of the temple.
- 6 PCs: Inhabitants of the valley gain the benefits of all surface shrines, as well as those from an earlier part of the temple.
As this will effectively provide no benefit to maps K-O, more typical scaling measures will be employed there.
I will note at the start of each map which shrines will be expected to be active in each case at the start of the map section.
1. North of point J on the map includes a brush-hidden entrance to a deep cavern that clearly serves as the living space of a giant creature. A basavan can be found within, playing soothing music to prevent an ancient bolla’s restless slumber from being broken. The basavan has lived in this valley for the past several decades, and has managed to continue their life here without being detected by the Peacock Cult.
2. Following the spiral staircase behind the secret door in K5 leads to a landing 200 feet down, which splits into two separate stairs. One is labeled ‘Dungeons of Fiery Fury’ and the other is labeled ‘Vault of Crimson Longing’. The stairs leading down in both of these dungeons lead to the same landing, which then descends to the Refuge of Violet Vanity.
3. Ideally, I’d like a connection from the Peacock Lake to Map M, such that someone who swims to the bottom of the lake can enter either M4 or M9. It would need to be a permeable barrier concealed by the screen that covers the valley. I haven’t figured out a reasonable implementation yet, however.
B. The Cloister of Cerulean Languor
- 5 PCs: Blue (summoning exception), Yellow (DR 10/-, energy resist 30 (all))
- 6 PCs: Blue (summoning exception), Yellow (DR 10/-, energy resist 30 (all)), Green (poison immunity, SR 26), Indigo (fast healing 10)
B1. Arrival Chamber (CR 12)
No changes to this trap
B2. Guard Post (CR 13)
No changes to this encounter, except to the Medusa Archers (30 hp per PC)
B3. Cyan Pools
Treasure Changes:
- 4 or 5 PCs: lesser blissful metamagic rod
- 6 PCs: normal blissful metamagic rod
C. Glorious Approach (CR 15)
- 4 PCs: Blue (summoning exception)
- 5 PCs: Blue (summoning exception), Yellow (DR 10/-, energy resist 30 (all))
- 6 PCs: Blue (summoning exception), Yellow (DR 10/-, energy resist 30 (all)), Green (poison immunity, SR 26), Indigo (fast healing 10)
C2. Guard Towers
No changes to this encounter, except to the Medusa Archers (30hp per PC)
C5. Jailer’s Quarters
- 1 Advanced Japalisura Asura (160hp)
- 1 Advanced Japalisura Asura (200hp), who always successfully summons 1 adhukait jailer
- 1 Advanced Japalisura Asura (200hp) who always successfully summons 2 adhukait jailers
Treasure changes
- 5 or 6 PCs: The Japalisura jailer has 20 +1 limning arrows
E. Garrison of Golden Greed
- 4 PCs: Yellow (DR 10/-, energy resist 30 (all))
- 5 PCs: Yellow (DR 10/-, energy resist 30 (all)), Green (poison immunity, SR 26)
- 6 PCs: Yellow (DR 10/-, energy resist 30 (all)), Green (poison immunity, SR 26), Indigo (fast healing 10)
Wereboar Barbarians
- 4 PCs: 120 hp
- 5 PCs: 130 hp
- 6 PCs: 150 hp
Karrigan Patch
- 4 PCs: 140 hp
- 5 PCs: 160 hp
- 6 PCs: 200 hp
Hobgoblin Warrior
- 4 PCs: 85 hp
- 5 PCs: 100 hp
- 6 PCs: 120hp
Hobgoblin Bombardier
- 4 PCs: 70 hp
- 5 PCs: 80 hp
- 6 PCs: 100 hp
Old Haanshu
- 4 PCs: 190 hp
- 5 PCs: 210 hp
- 6 PCs: 240 hp
E3. Garbage Room (CR 10)
2 Wereboar Barbarians in this room
E5. Sparring Room (CR 11)
3 Wereboar Barbarians in this room
E6. Kitchen (CR 8)
No changes to this encounter
E7. Karrigan’s Den (CR 12)
No changes to this encounter, except to Karrigan Patch
Treasure changes:
- 5 or 6 PCs: Karrigan’s chest includes a torc of lionheart fury
E9. Commissary (CR 9)
- 2 Hobgoblin Warriors in this room
E10. Storage (CR 11)
- Increase the trap’s Reflex save DCs by +2
E11. Alchemy Lab (CR 9)
No changes to this encounter
Treasure change (ABP):
- 4 PCs: Replace the bracers of sworn vengeance with bloodstained gloves
E12. Barracks (CR 11 or 12)
- 4 or 6 Hobgoblin Warriors in this room
E13. Old Haanshu’s Lair (CR 12)
- No changes to this encounter, except to Old Haanshu
Treasure changes (ABP)
- 4 or 5 PCs: Remove the stone golem tome
- 6 PCs: Replace the stone golem tome with a codex of conversations
F. Flourishing Grove (CR 13)
- 4 PCs: No shrine benefits
- 5 PCs: Green (poison immunity, SR 26)
- 6 PCs: Green (poison immunity, SR 26), Indigo (fast healing 10)
Encounter
- 4 PCs: The Forester (200hp) and 2 Animated Trees (120hp)
- 5 PCs The Forester (250hp) and 2 Animated Trees (150hp)
- 6 PCs: The Forester (300hp), 2 Animated Trees (150hp), and 2 Animated Leaves (60hp)
Note: The animated trees and leaves are not considered residents of the valley, and thus do not benefit from the shrines’ blessings.
G. Jade Guardians of Jealousy (CR 14 and CR 12)
4 PCs: Green (poison immunity, SR 26)
5 or 6 PCs: Green (poison immunity, SR 26), Indigo (fast healing 10)
Encounter
4 PCs: 1 Shining Child (150hp) and 2 Blood Brambles (120hp)
5 PCs: 2 Shining Children (150hp) and 1 Blood Bramble (120hp)
6 PCs: 2 Shining Children (170hp) and 2 Blood Brambles (140hp)
Note: I’d recommend swapping out the shining children’s Ability Focus (blinding aura) feat for Combat Casting. Two free action DC 25 Fort saves or permanent blind is likely to be beyond your party’s capabilities to deal with at this level.
Trap
- No changes to this trap
H. Peacock Lake (CR 13)
4 PCs: no shrine benefits
5 or 6 PCs: (poison immunity, SR 26), Indigo (fast healing 10)
Encounter
- Mother of Oblivion has 45hp per PC, but no other changes to this encounter
- If you are running a gestalt, mythic, or other high-power game, swap the Mother of Oblivion stat block for the Black Magga stat block, giving her 75hp per PC.
Treasure changes (ABP)
- 250gp per PC
- 130pp per PC
- 4 PCs: +1 keen longsword, breastplate of vanishing, +1 undead-bane kukri, lens of detection, iridescent spindle ioun stone
- 5 PCs: arrow slicer, breastplate of vanishing, +1 undead-bane kukri, lens of detection, iridescent spindle ioun stone
- 6 PCs: arrow slicer, breastplate of vanishing, +1 undead-bane kukri, lens of detection, boots of elvenkind, iridescent spindle ioun stone, minor ring of energy resistance (electricity)
Once your party either Deactivates 3 Peacock Shrines or Enters the Grand Temple, they level up to 13!
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Bonus Event: The Sleeping Serpent
This event takes place in the clearing north of map J, and is intended to potentially provide a place for PCs to rest and learn more information about the valley. Here are my notes on it - feel free to include it in your campaign if you'd like an excuse to have a bolla and basavan in your campaign.
Here at the northern edge of the lake, you find a clearing where the poisonous flora of the forest does not extend, but rather the natural grasses of the mountains. The nearby cliff extends far, far up towards the sky, almost impossible in its regularity. You see no sign of a Peacock Shrine, but something feels distinctly . . . off about this clearing.
The PCs may investigate further through several avenues.
- Survival (DC 20) reveals clear signs that a large creature has repeatedly passed through here recently. It looks like a huge-sized humanoid that uses its hands to aid in movement, like an ape.
- Perception (DC 30) reveals that the grass appears to phase into the cliff wall along a narrow stretch - an illusion here is hiding the actual shape of the cliff wall.
- Detect magic reveals a powerful illusion aura along the cliff face. Arcane sight can reveal that that aura is a screen spell, a powerful illusion to cloak a large area in an illusion that fools scrying effects, along with all humanoid-typical senses.
- Detect magic, greater reveals that many divination spells have been cast in this area - twelve of them, to be exact. Likely someone here has been casting a divination spell in this area daily.
If a PC decides to investigate the cliff wall, they can make a DC 25 Perception check to locate a cave opening along the cliff face. A PC with true seeing automatically passes this check.
The passage here is narrow, but about fifteen feet high. After the initial 50', the passage opens up greatly, descending into a natural cave about 30' high and up to 50' wide. A rack for carrying two buckets the size of bathtubs sits in the cave, but that's not the only sign that something lives down here - from somewhere deeper within the cave, you can hear the sound of music. A singular wind instrument playing a lonely melody. However, the cave has many passages branching out from it leading deeper into the mountain.
It requires a DC 25 Kn: Dungeoneering check to follow the correct path towards the music without becoming lost. Doing so brings the PCs about 500 feet deeper within the cavern's passages, bringing them to the following tableau:
Following the music through the mountain's passages, you come to a ridge overlooking a deep cavern; even from a cursory glance, you can see that this cavern's walls have been magically carved and smoothed, perhaps better to bear the huge paintings that cover most of them. The ceiling is 60 tall, with the ridge you're standing on emerging about 40 feet up. Below you, sitting beside a large, smokeless fire, is a giant covered in wild, tawny hair from head to foot, playing an ocarina that must be the size of your torso. Deeper still lies a circular tunnel. at least 15' in diameter. The giant's eyes settle on you as you get a good look of the cavern, but they do not stop their playing.
A PC who makes a DC 30 Perception check can hear - or perhaps more likely feel - the slumbering breath of some enormous creature further within the tunnel.
PCs can identify this creature as a basavan with a DC 25 Kn: Nature or History check. Stories of the basavan are old tales in Varisia - stories of friendly giants that care for the wilderness and protect communities and forests from encroachment by monsters, disease, and poachers. These stories have become much less friendly in recent centuries, as basavan have abandoned their old forests or been ousted by settlers. A DC 25 Kn: Local check can also reveal that basavan are long-lived craftsmen and artists, and often are reticent to talk to humans who do not share their passsions.
If the PCs try and speak to the giant, he will pause for a moment and reply (first in Terran, then in Sylvan, then in Giant):
"There is no time for words. Leave, before you disturb it any further. I must continue to play."
At the end of the circular tunnel likes a bolla, an ancient monster bred by the Runelords of Sloth to destroy and devour their enemies, driven by insatiable hunger. The bolla has slept deep within this cave for centuries, but in the years since the cult of the Peacock Spirit has returned, its sleep has grown restless. Ruther's song lulls the creature into deeper sleep, but this requires quite a commitment during the day - if Ruther should cease playing for more than 2d6 minutes, the bolla will waken to devour the cult and everything else living in the valley.
A Sense Motive check (DC 30) can provide a clue about the basavan's actions - the DC is reduced by 10 if the PCs have heard the breathing of the bolla below. Clever PCs who wish for the opportunity to speak to Ruther without resorting to compelling his speech with magic may make a DC 20 Perform (keyboard, sing, strings, or wind) check to imitate Ruther's song to keep the bolla placid while giving Ruther a chance to speak.
The giant lowers his ocarina - this time not only from his lips, but sets it down in his lap. He gestures at the fire beside him, inviting you to sit. […] "Greetings, strangers to this mountain. I am Ruther, a basavan as you might have guessed, and a keeper to the Chavali River. You've come to this Temple of an ancient god, but you are not yourselves pilgrims, are you?"
What are you doing down here, playing music all alone?
"A serpent dwells within this mountain, venerable even by my reckoning. It has slumbered at the bottom of this cave for longer than I, or my father before me knew. And that is good, for its kind are filled with an insatiable hunger matched only by their indolence. It might have well slumbered forever if humans has not returned to this valley, but now its rest grows restless. Nothing good will come of that."
Why not just slay the serpent?
"The serpent's hunger and its immense strength are nothing to be punished for. To live is to eat, to eat is to kill. I will not slay it for abiding by this principle. I simply do not wish for others to suffer for a mistake they did not know they were making."
If the PCs can make a compelling argument on behalf of the valley's safety, Ruther can be convinced that the bolla should die with a DC 35 diplomacy check. This DC can be lowered by 10 if the PCs manage to make Ruther Helpful through magic or other means.
What do you know about this valley?
"This valley overlooks the first tributary of the Chavali River. An illusion hides this place, making the tributary's headwaters appear to come from much higher up in the mountain than it really does. This temple was abandoned long, long ago, but it resists the call of nature to erode and decay. Even its keeper, the Forester, supports this eternal stagnation. So it is. But nevertheless, it is within my territory, and I assure no harm comes to the river."
What do you know about the humans here?
"The humans here serve an ancient god that was worshipped in this place. A peacock god of many colors. They returned to the valley through the means of a ritual several years ago, and made peaceful contact with the Forester and the other keepers of the Temple. Now they serve another human, and more humans have come to the valley. You are the first that I have seen who do not appear to serve this god."
If the PCs manage to have a conversation with Ruthers, he'll end the conversation by offering this cave as a place to take shelter while the PCs here. He will also urge them to consider an approach other than violence in solving their disputes with the cult of the Peacock Spirit, if they discuss that with him.
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Book 4 Part 3: Pride's Heart Part 1 (Gatehouse and Nave)
J. Gatehouse (CR 13)
- 5 or 6 PCs: Green (poison immunity, SR 26), Indigo (fast healing 10)
J1. Overgrown Approach
- No blood brambles attack the PCs for approaching. Instead, if a fight breaks out, they are drawn by the spilled blood, attacking PCs outside or near the door to the Gatehouse.
J2. Narthex
- 4 PCs: 8 Cultists of the Peacock Spirit and 1 Blood Brambles
- 5 PCs: 6 Cultists of the Peacock Spirit and 2 Blood Brambles
- 6 PCs: 4 Cultists of the Peacock Spirit and 3 Blood Brambles
K. Nave of Indigo Decadence
Shrines
Indigo (fast healing 10), Red (non-giants gain mind-affecting immunity)
- 4 PCs: Peacock Spirit Cultists [Lv. 5] -> [Lv. 7]
- 5 PCs: Peacock Spirit Cultists [Lv. 5] -> [Lv. 7]; Peacock Spirit Priests [Lv. 9 -> Lv. 10]; Zurea Salvus [Lv. 13 -> Lv. 14]
- 6 PCs: Peacock Spirit Cultists [Lv. 5] -> [Lv. 7]; Peacock Spirit Priests [Lv. 9 -> Lv. 10, Invincible Mythic Simple Template]; Zurea Salvus [Lv. 13 -> Lv. 14 Mythic]
K2. Cathedral Entrance (CR 7)
No changes to this trap
K3. Dining Hall (CR 10)
No changes to this encounter, except to creature stat blocks
K4. Dormitory (CR 13)
No changes to this encounter, except to creature stat blocks
Resplendent Development: Swap a Peacock Priest for Alden Tilaresk
K5. The Peacock Spirit’s Pulpit (CR 12 or 14 and CR 10)
- 4 PCs: 4 Peacock Priests and Zurea Salvus
- 5 PCs: 4 Peacock Priests [Lv. 10] and Zurea Salvus [Lv. 14]
- 6 PCs: 2 Peacock Priests [Lv. 10 Invincible] and Zurea Salvus [Mythic]
Trap
No changes to this trap
- 5 PCs: +1 human-bane dagger, mitre of the hierophant, divine scrolls of heal (2), divine scrolls of sending (3), divine scroll of mass cure moderate wounds (2), divine scrolls of align weapon (2), 340pp, 6,600gp
- 6 PCs: +1 human-bane dagger, mitre of the hierophant, divine scrolls of heal (3), divine scrolls of sending (3), divine scroll of greater restoration, divine scrolls of align weapon (2) 340pp, 8,500gp
K6. Library (CR 13)
No changes to this encounter
Resplendent Development: Add Kantulin, Her Pridebound Assistant
Treasure changes (ABP)
- Library collection worth 2,000gp per PC
K7. Gallery (CR 13)
No changes to this hazard
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Book 4 Part 3: Pride's Heart Part 2: Dungeons and Vault
L. Dungeon of Fiery Fury
Shrines
Red (non-giants gain mind-affecting immunity)
L2. Intake (CR 13)
No changes to this encounter
L3. Cellblock (CR 0 or 12)
Encounter
If your party has 5 or 6 PCs, a Japalisura patrols the area from L3 to L6. Unless the PCs take particular care to conceal the sounds of battle, the Japalisura will arrive to reinforce the Jailers in combat after 1d3 rounds.
Resplendent Development: Hobbin may be found in a cell in this room, while Corstela Rostrata now occupies L4.
L7. Acid Pit (CR 13)
- Telekinetic Acid Trap - Increase the Perception DC of this trap to 35, but decrease the Disable Device DC to 25.
L8. The Racks (CR 12+)
- 4 PCs: Belevaan
- 5 PCs: Belevaan the Fighter
- 6 PCs: Belevaan the Fighter and 1 Adhukait Jailer
Note 1: The Fighter version of Belevaan has significantly improved gear, helping to adjust for the treasure changes for a 5-person party on this floor.
Note 2: Due to the telepathic connection shared between Belevaan and his peers, his allies roll initiative as soon as he does, but are also surprised if he is.
L9. Maintenance (CR 12-)
No changes to this encounter
L13 Inquisitor’s Office (CR 13-)
- 4 or 5 PCs: Dhanishti (Lv. 8)
- 6 PCs: Dhanishti (Lv. 9)
Note: The level 9 version of Dhanishti has significantly improved gear, and accounts for most of the increased treasure for a 6-person party for this floor.
- 5 PCs: glove of storing containing a +1 flaming starknife, a pearl of power (level 3), and 1,130pp
- 6 PCs: glove of storing containing a +1 flaming starknife, a pearl of power (level 3), an ebony fly figurine of wondrous power, and 720pp
M. Vault of Crimson Longing
Shrines
No shrines should affect the difficulty of combat encounters on this floor.
However, most creatures on this floor are distracted, willing to talk, or at least vulnerable to mind-affecting effects, so preventing a combat cascade is probably part of the intended formula here. I suggest making that explicit to your players once the Inverted Giant begins to flee.
In addition, I have two suggestions to help encourage that angle.
1. A hidden passwall accessible to medium or smaller creatures connecting M2 to M11, discoverable via see invisibility or similar magic, or with a DC 30 Perception check for those inspecting the room. This more reliably would allow a PC to encounter Tuirziaz in the Map Room.
2. A closed set of doors between M2 and M3. This would make the Inverted Giant’s escape much less likely (and hide the Inverted Giant corpses from the Fire Giant Glaive for 5 or 6 PCs).
M2. Giant Cells (CR 13+)
- 4 PCs: 2 Inverted Giants (150hp)
- 5 PCs: 2 Inverted Giants and 1 Inverted Giant* (140hp)
- 6 PCs: 2 Inverted Giants and 2 Inverted Giants* (150hp)
*These secondary inverted giants begin in their cells, recovering from their work. They are fatigued. Their cells are unlocked, and they will still react to the party’s presence. However, the portcullis is heavy, and requires 1 round for these giants to lift.
M3. and M4. Mess Hall and Pantry (CR 0 or 12)
- 5 or 6 PCs: Fire Giant Glaive
Note: This giant is currently in the process of preparing the giants’ next meal, a task which distracts them greatly. If the PCs battle the inverted giants, this giant will initially be in M4 and fail to hear the noise. After 2d6 rounds, they will exit the pantry and enter the mess hall, overhearing any ongoing combats, cautiously investigating before fleeing to Vuhsias in M5 for aid. If Vuhsias falls or flees there, they will continue their retreat to Kasmalogg.
M5. Training Hall (CR 13)
No changes to this encounter
M6. Indoctrination Hall (CR 14)
No changes to this encounter
M8. Secret Shrine (CR 14)
Replace the maximized fireball trap with the following trap
Type magic; Perception DC 30; Disable Device DC 30
EFFECTS
Trigger touch; Reset automatic (1 minute)
Effect spell effect (delayed blast fireball, DC 21, 15d6. Detonates on initiative 10 the turn after it appears; if the trap wasn’t detected, it appears on a surprise round).
M9. Map Room (CR 15)
- 4 PCs: Tuirziaz (220hp)
- 5 PCs: Tuirziaz (220hp) and 1 Stone Golem (110hp)
- 6 PCs: Tuirziaz (220hp) and 1 Stone Golem [Shield Golem*] (160hp)
*: The shield golem’s stored spell is hold monster (DC 19).
- 4 PCs: potions of cure serious wounds (12), scrolls of cure moderate wounds, mass (2)
- 5 PCs: potions of cure serious wounds (12), scrolls of cure moderate wounds, mass (2), wand of cure serious wounds [35 charges]
- 6 PCs: potions of cure serious wounds (12), scrolls of cure serious wounds, mass (2), wand of cure critical wounds [30 charges]; Tuirziaz’s golem amulet is a massive sapphire necklace worth 10,000gp
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Book 4 Part 3: Pride's Heart Part 3 (Refuge and Sanctum)
N. Refuge of Violet Vanity
Note: The stat blocks provided in the AP for the Shadow Servants claim to be CR 12, but are actually CR 11. I have some actual CR 12 stat blocks in the google docs.
N3. Kitchen (CR 14)
No changes to this encounter, except to the Shadow Servants
N4. Pantry (CR 0 or 12)
- 5 or 6 PCs: 1 Shadow Servant
Note: The Shadow Servant here is sweeping the pantry if Xanderghul is not present, or else crouching down and counting vegetables to Xanderghul if he is.
N5. False Shrines (CR 14)
- Increase the Perception and Disable Device DCs of these shrines to 25 each
Note: These traps cannot send someone to another plane as long as the dimensional lock is in place.
N6. Arcane Laboratory (CR 14)
No changes to this encounter, except to the Shadow Servants
N8. Library (CR 13)
- 4 or 5 PCs: Shadow Librarian
- 6 PCs: Shadow Librarian and 1 Shadow Servant
Note: The Shadow Servant in this room (for 6 PCs) rushes to participate in any combat it overhears in nearby rooms, but if the party makes it to this room without creating a ruckus, the Shadow Servant will start in the southwest corner, cleaning the library stacks. It will come to investigate once the party begins speaking to the Shadow Librarian, but the Shadow Librarian will instruct it not to attack. If a fight later breaks out in the room, the Shadow Servant will always join whichever side is attacking the PCs, even if that means attacking the Shadow Librarian as well.
- 5 PCs: Replace the tome of leadership and influence with a page of spell knowledge v (phantasmal web), planar parchment
- 6 PCs: Replace the tome of leadership and influence with a page of spell knowledge vi (psychic asylum)
N9. Lavish Bedroom
Treasure Changes (ABP)
6 PCs: Swap the robe of components for a charlatan’s cape
O. Sanctum
Map Suggestion: You may want to consider doubling the proportions of the sanctum. Otherwise, Xanderghul is going to be immediately within reach as soon as the PCs step inside, and parties of 6 essentially won’t fit in the room.
O3. Resurrection Chamber (CR 18)
- 4 PCs: Xanderghul (220hp) and 2 Clockwork Golems (120hp)
- 5 PCs: Xanderghul (250hp) and 3 Clockwork Golems (140hp)
- 6 PCs: Xanderghul (300hp) and 4 Clockwork Golems (140hp)
- 5 PCs: A portable hole containing a periapt of proof against poison, a sash of flowing water, a ring of chameleon power, 30 gems each worth 500gp, and Thassilonian coins worth a total of 17,450 gp
- 6 PCs: 5 PCs: A portable hole containing a +2 defiant longsword, a periapt of proof against poison, a ring of evasion, a sash of flowing water, a rod of selective spell (greater), 25 gems each worth 500gp, and Thassilonian coins worth a total of 15,500 gp
Note: The treasure hoards for 5 and 6 PCs here remove the ring of freedom of movement, which is instead worn by Zurea Salvus. If you do not give her this ring, put it back here, replacing the ring of chameleon power or ring of evasion.
In addition, I am working on another alternative Boss Fight following this fight, in which removing the Violet Rod plunges the PCs into a demiplane to face the Peacock Spirit. I will post that once I’ve had a chance to playtest it with my own group.
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Whoops! Forgot to update here for a year. Not only have I managed to playtest this boss fight, but several other groups have as well. Thank you to Kohilo, Reks, and vornn for all giving it a shot in your own games as well. I recommend reading it on Google Docs as it includes a concise table to assist in running this fight, but I'll replicate as much as I can here.
I was a little disappointed with the small Resurrection Chamber that the final battle against Xanderghul takes place in, and planned from early on to try and modify it for my own group. Then, a fellow GM by the name of mirrorwolf9 both developed a stat block for the Peacock Spirit, as well as commissioned an art piece from Jack Kaiser, an excellent fantasy artist. They also created a great map for such a fight to take place in. I think it goes without saying that I’m entirely indebted to them for these excellent homebrews and commissions, and I’m very happy to have this scenario for my own party. Below are my rules and information for this boss battle.
BOSS: THE PEACOCK SPIRIT
Environment: The Vestige of the Peacock Court is a floating hunk of rock pierced through in places by violet crystals. It sits at the center of a vast vortex of swirling black-and-violet energy, acting as a strong wind over the entire area. Should one fall off the edge of the arena, the demi-plane loops on itself, resulting in the faller arriving in the sky, only to fall on the arena ground and take 16d6 falling damage. The ‘ceiling’ of this demiplane is 100 feet above the surface of the arena, while the ‘floor’ is 60 feet below it.
Terrain: The ground of the Vestige is considered worked stone, and can be gradually ascended where the ground is unbroken without a penalty to movement. The lowest ground, at an elevation of 60’, sits in the northwest corner of the arena, while the highest, at an elevation of 95’, is a narrow ridge near the southeast corner of the map. The crystals that jut out of the ground in places average 8’ in height and provide total cover from attacks.
Enemies: The only living enemy in this arena is the Peacock Spirit. However, the Spirit is protected by seven Crystal Feathers, magical constructs that heal it and attack any hostile creatures in range. The Peacock Spirit sits, initially as a statue, within a ritual circle 80’ high in the northeast corner of the map. The Crystal Feathers are scattered around the arena, but each has a clear line of effect to the Peacock Spirit.
- Start with a phoenix.
- Swap its DR to DR 15/chaos instead of DR 15/evil
- Add the Arcane simple mythic template.
-- It gains a +2 deflection bonus to AC, +20 hp, and SR 27
-- It gains the Mythic Magic ability (cannot be used)
-- It gains the Simple Arcane Casting ability, granting it the use of several powerful spells, each 1/day.
--- Spells selected: protection from energy, prismatic spray, reverse gravity, statue, prismatic wall
- Replace the phoenix’s Self-Resurrection with the Peacock Spirit’s Self-Restoration, described below.
- Replace the phoenix’s Shroud of Flame special ability with the Peacock Spirit’s Prismatic Shroud, described below.
- Add the Peacock Spirit’s Prismatic Regeneration, Prismatic Attunement, and Prismatic Vulnerability special qualities, described below.
Prismatic Regeneration (Su): The Peacock Spirit regenerates 70 hit points at the start of its turn every round. This regeneration can only be overcome by a source dependent on the Spirit's currently-attuned color (see below). If two colors are attuned, either source can negate the regeneration. If a Crystal Feather is destroyed, the Peacock Spirit's regeneration is permanently reduced by 10 points, and the Spirit permanently counts as attuned to that color for the purpose of negating its regeneration.
Prismatic Shroud (Su): The Peacock Spirit can cause its feathers to burst into rainbow flames as a free action. As long as its feathers are burning, it inflicts an additional 1d6 points of fire damage with each natural attack. Any creature within reach (20 feet) must make a DC 25 Reflex save each round to avoid suffering an effect dependent on the Peacock Spirit's attuned color (see below) at the start of its turn. A creature that attacks the Peacock Spirit with natural or non-reach melee weapons takes 1d6 points of fire damage (no save) with each successful hit. The save DC is Constitution-based.
1. Red - 4d6 fire damage
2. Orange - 4d6 acid damage
3. Yellow - 4d6 electricity damage
4. Green - 2 Constitution damage (poison effect)
5. Blue - 2 Dexterity damage (petrifies if reduced to 0)
6. Indigo - 2 Wisdom damage (inflicts insanity if reduced to 0)
7. Violet - Banished to ethereal plane for 1 round
8. Roll twice, ignoring any further results of '8'
Prismatic Vulnerability: While the Peacock Spirit draws power from its seven Crystal Feathers, its mutable nature leaves it with an ever-shifting weakness. When the Peacock Spirit attunes to a particular color, its regeneration can be negated if it sustains damage associated with that color. It also loses any energy resistance or immunity it might have to that damage type on that turn, and spells inflicting that damage type ignore the Spirit’s spell resistance. The Peacock Spirit is considered permanently attuned to any color whose associated Crystal Feather has been destroyed for the purposes of this vulnerability.
1. Red - Cold
2. Orange - Fire
3. Yellow - Electricity
4. Green - Negative
5. Blue - Acid
6. Indigo - Sonic
7. Violet - Force
After each PC's turn, roll 1d8 and consult the table below. The indicated Crystal Feather makes a Retaliatory Blast against the PC. If the indicated Crystal Feather has been destroyed or is incapable of attacking the targeted character, nothing happens. Retaliatory Blasts are rays with an attack bonus of +20 and a range of 100 feet (no range increments).
Each feather has hardness 30 and 10 hp.
1. Red - 4d6 fire damage
2. Orange - 4d6 acid damage
3. Yellow - 4d6 electricity damage
4. Green - 2 Constitution damage (poison effect)
5. Blue - 2 Dexterity damage (petrifies if reduced to 0)
6. Indigo - 2 Wisdom damage (inflicts insanity if reduced to 0)
7. Violet - Banished to ethereal plane for 1 round
8. Double - Roll again twice, ignoring any further results of 8.
Once a Crystal Feather has been destroyed, the Peacock Spirit's Prismatic Regeneration can henceforth be suppressed by an associated energy type, listed below.
Red - Cold
Orange - Fire
Yellow - Electricity
Green - Negative
Blue - Acid
Indigo - Sonic
Violet - Force
Phase 1: During the first phase of combat, the PCs must primarily contend with the seven Crystal Feathers. The Peacock Spirit remains immobile as a statue, only casting spells and spell-like abilities to protect itself, favoring prismatic spray and firestorm for offense while controlling the battlefield with quickened wall of fire. Once the Peacock Spirit is reduced to less than 0 hp, or all seven Crystal Feathers are destroyed, Phase 1 ends.
Phase 2: After completing its Self-Restoration, the Peacock Spirit reveals its true form: a massive phoenix of ethereal, polychromatic energy, with Runelord Xanderghul serving as its head, not unlike a lamia. Now without its defenses, the Peacock Spirit fights desperately, separating melee attackers from ranged attackers and spellcasters by casting prismatic wall between them (typically ~ 20’ away from itself) before attacking as viciously as it can.
Morale: The Peacock Spirit fights to the death.
As a final note, there's a lot of mechanics to this fight, and I think it's easier to run if you're a bit more transparent with your players about how it's going to work. Here's the information I would provide to PCs without a check:
1. The Crystal Feathers are empowering and healing the spirit.
2. The color/effect of the spirit's shroud changes at the start of each turn, and the color dictates the spirit's weakness that turn.
3. Destroying a Crystal Feather makes the spirit's weaknesses permanent.
Here's the information I would provide with a check.
- Kn: Arcana DC 27 (Monster Lore, nonaction) - The Peacock Spirit is a phoenix imbued with great arcane power (arcane template phoenix).
- Kn: Arcana DC 22 (Study, swift action) - Deduce the spirit's current vulnerability based on its shroud. This information is automatically revealed to someone with arcane sight or a similar ability active.
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If we were to follow his suggestions, then by the time the party has defeated or allied with Xanderghul, then Sorshen has disappeared from this timeline (trapped by Sorshen), the Sihedron has been erased from history, the Sihedron Council never formed, and the original heroes of Rise were imprisoned alongside Karzoug in the eye of avarice. Additionally, Alaznist opens a gate between the ancient past of Xin-Eurythnia and modern-day Korvosa, bringing the Oliphaunt of Jandelay to begin wreaking havoc. In effect, the attacks that the party will ultimately thwart in Book 6 begin now, leaving the party on the back foot and pushing them towards Crystilan as soon as possible.
This effectively sets the Temple of the Peacock Spirit as the 'point of no return' for this AP, which you may or may not like. If instead you would like to treat the entrance to Crystilan as the point of no return, I recommend playing this out at a more relaxed pace, with the PCs having the opportunity to regroup with Sorshen and the Council to figure out their next steps before ultimately deciding to infiltrate Crystilan.
As a final note, I suggest adding to Xanderghul's research a hypothesis that Crystilan's shell could be broken by destroying the runewell of envy. This is information the party can find deeper into Book 5, but I do think it actually makes more sense for them to find out at this point, so they enter Crystilan with a reasonable belief that they can escape.
Book 5 Part 1: Frozen Tears Falling
A. The Frigid Menagerie (CR 17)
- 4 PCs: 2 Libitinarii Kytons and 1 Libitinarii Sorcerer
- 5 PCs: 1 Libitinarii Kyton, 1 Libitinarii Sorcerer, and 1 Libitinarii Ranger
- 6 PCs: 1 Libitinarii Sorcerer and 2 Libitinarii Rangers
B. The Realm of Frozen Tears
B1. Embalmer’s Lair (CR ~ 15)
- 4 PCs: 3 Interlocutor Kytons
- 5 PCs: 2 Interlocutor Kytons and 1 Interlocutor Vivisectionist
- 6 PCs: 3 Interlocutor Vivisectionists
B2. Frozen Antechamber (CR 0)
- No encounter in this area
Treasure changes (ABP): No treasure found in this area
B3. Ice-Water Springs (CR 17)
- No changes to this encounter (+50 hp for 5 PCs, +100 hp for 6 PCs)
B5 Prophet’s Amphitheatre (CR 17)
- No changes to this encounter
B6. Ballitar’s Refuge (CR 9)
- No changes to this encounter
B7. Libitinarii’s Cloister (CR 15 or 17)
- 4 or 5 PCs: 2 Libitinarii Kyton
- 6 PCs: 1 Libitinarii Sorcerer and 1 Libitinarii Ranger
Treasure changes
- 4 PCs: The ring of delayed doom has 6 charges
- 5 PCs: The ring of delayed doom has 7 charges
- 6 PCs: The ring of delayed doom has 6 charges
B10. Hall of the Forever Screams (CR 15)
Replace the Symphony of the Forever Screams with the following Haunt, provided on page 81. The text is copied here for convenience:
NE haunt (all of B10 once someone passes through the middle)
CL 15th; Notice Perception DC 30 (to see frost crawling up any objects touching the floor or walls)
hp 67; Weakness fire spells and effects (these effects damage the haunt)
Trigger proximity; Reset 1 hour
Effect Rime and frost crawl up the limbs and clothing of every creature within the tunnel. Any creature within the area is affected by icy prison and must also attempt a DC 23 Fortitude save each round it is trapped in the ice or take 1d4 points of Constitution damage. Corpses that remain trapped in the ice for longer than 1 round are absorbed into the walls of the tunnel; reviving a character absorbed in this way requires true resurrection, miracle, or wish.
Destruction The haunt is destroyed if it kills and absorbs the body of a libitinarii kyton (requires their cold immunity to be suppressed by some means).
B11. Labyrinth of Misery (CR 15)
- No changes to this haunt
Treasure changes (ABP):
- 4 or 5 PCs: Remove the rod of shadows
- 6 PCs: Replace the rod of shadows with a greater rod of metamagic (rime)
B13. Rimelab (CR variable)
- 4 PCs: 2 Apostle Slayers
- 5 or 6 PCs: 1 Creshella (Tetori 13) and Syneste (Dashing Thief 14)
B14. Western Tearvault (CR 16+)
- 4 PCs: Lady Wollnoxe (Shadow Jotun Troll)
- 5 PCs: Lady Wollnoxe (Shadow Jotun Troll) and Grevchel
- 6 PCs: Lady Wollnoxe (Jotun Troll Barbarian) and Grevchel
Note: Grevchel has been moved to this chamber to reduce enemy clutter on the map and increase the difficulty of defeating Lady Wollnoxe through violence. In the event that he is found here, he has successfully made offerings to Lady Wollnoxe and is still under the impression that she is the one all of the kytons are worshiping.
Treasure changes
- 6 PCs: Swap the gloom blade for a frost brand
B15 Glacial Pass (CR 15)
2 Freezing Sphere Traps
Type magic; Perception DC 31; Disable Device DC 31
Trigger proximity (alarm); Reset none
Effect spell effect (freezing sphere, 13d6 cold damage, DC 20 Reflex to halve); multiple targets (all creatures in area B15).
B16. White Death’s Courtyard (CR 15)
- No changes to this encounter
B17. Eastern Tearvault (CR ~ 17)
- 4 PCs: Lyraesia [Level 6] and 3 Tearvault Guardians
- 5 PCs: Lyraesia [Level 6] and 2 Tearvault Gargoyles
- 6 PCs: Lyraesia [Level 8] and 2 Tearvault Gargoyles
Once the PCs obtain a pendant of the first tears, they Level up to level 15!