6 - Shadows of the Ancients (GM Reference)


Strength of Thousands

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This is a spoiler-filled resource thread for the final volume of the Strength of Thousands AP, Shadows of the Ancients by Saif Ansari.

The GM Reference thread for the other volumes are as follows:

Kindled Magic
Spoken on the Song Wind
Hurricane's Howl
Secrets of the Temple-City
Doorway to the Red Star


Pathfinder Adventure Path Subscriber

The Ta’apundo, a level 19 creature, only has a +24 to hit with its branch attack. Am I safe to assume that should be +34?


Pathfinder Adventure Path Subscriber

Similar follow-up: the Aspect of Insects is a variant mukradi, originally a level 15 creature, but with all its stats boosted to level 20. Its HP, saving throws, attack roll, and skills are all boosted to account for the increase in power, but its armor class stayed at 37. Is this an oversight, and what should the AC be adjusted to if so?


If I were to make a suggestion, since it has exactly high AC for its level, having it have high AC for level 20 makes sense to me. I would change it to 45.


Pathfinder Adventure Path Subscriber

Thank you!


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Pathfinder Adventure Path Subscriber

In the final battle, the Aspect of Hunger is listed as a variant crimson worm, but has a level of 19 instead of 18. It looks like the text is supposed to have it as an elite crimson worm, given that the page reference points to Pathfinder Bestiary pg. 6, but I just wanted to point this out since I could see someone not realizing the level disparity and running it as a base crimson worm.


Has anyone played this? Given the huge amount of high level spellcaster enemies seems like a tough one to GM. How's it go?


So, on the off-chance someone can give me some confirmation on if I'm going crazy. Right at the start of the book, there is supposed to be an encounter using the influence subsystem. However, there are FOUR npcs to influence, all of their influence tracks go to 6, and the entire event lasts 4 rounds.

Is the intention that you have to choose one npc (maybe two) to influence and leave the rest behind, or that you can indeed choose one or two to influence, but the influence track is shared among all of them, and putting it to 6 will net you all the rewards from every single npc?

Both options seem a little weird.


Is it just us (me and my players) or is the Aspect of Immortality just a tad too deadly even for 20th level characters? We had a TPK just half an hour ago. The Adventure Path ended with the Magic Warriors dead, sacrificed to save the Magaambya just moments before Belimarius and Sorshen, alerted by a prayer of one of the PCs to Dajermube, who caused an untimely eclipse, came to banish the Grim Reaper and ease the Magaambyans' suffering. It was a tragedy!


Honestly I was interested in playing in this ap until someone on the forums spoiled the grim reaper is someone you have to fight. Grim reaper is way overtuned, I can't see a fight against it ending without any deaths. I just played through extinction curse and there was hard fights but we did it all without any real deaths.

I'm okay with character death if you get bad rolls, make mistakes, etc. but grim reaper just feels unfair.


Gaulin wrote:

Honestly I was interested in playing in this ap until someone on the forums spoiled the grim reaper is someone you have to fight. Grim reaper is way overtuned, I can't see a fight against it ending without any deaths. I just played through extinction curse and there was hard fights but we did it all without any real deaths.

I'm okay with character death if you get bad rolls, make mistakes, etc. but grim reaper just feels unfair.

That happens in the very last fight of the AP, so if a character dies it's more of a sad thing to happen at the very end than something that can derail the campaign. Also, it's not literally the grim reaper, it's a supernaturally empowered aspect of the big bad's psyche; if it using the grim reaper's stats is deal-breaker for you, ask your GM to pick out a different stat block to base it on.


Like I said I don't mind having character deaths if they feel 'earned', but grim reaper has such silly high stats and abilities that even if I knew it was coming I would still have a high chance of dieing. That feels cheap to me. As does telling the GM to change the monster into something else.

I guess I'm mostly posting here to hear if other groups had a bad experience against it or if there's some silver bullet the ap gives you I'm not aware of.

I do hope that come monster core 1, the grim reaper is nerfed somehow.

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