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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.

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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.

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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!

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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.

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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.

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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.

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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

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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.

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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.

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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.

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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!

magnuskn |
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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.