GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


Loot spreadsheet

Town of Diamond Point:

Map of Diamond Point

1. The Emporium – Casino, whorehouse, freak show – very popular, garish & gaudy.
• Run by Zalamandra.
• Shag Solomon (Wildman aristocrat)
• Tom Shingle (misshapen contortionist)
• Ariello Klint (Halfling)
• A two-headed calf named Esmerelda, Jr.
• Chezabet, a beautiful harrow reader.

2. Lazare’s House – Cozy gaming parlor focusing on Dragonchess. Upper class.
• Run by Lazare
• Daughter Dannath
• Khellek the Mage is a frequent attendee
• Chaum Gansworth & Luzanne Parin are regulars

3. The Feral Dog – Very busy, sleazy tavern
• Overseen by a half-orc named Kullen
• Tirra the Half-Elf is a regular

4. Church of Angradd (and Torag)
• Led by Jierian Wierus, a fiery dwarven orator
• Acolyte – Hameneezer

5. Tidwoad’s
• Run by a gnome named Tidwoad, keeps bank vaults, buys/sells gems
• Keeps a Shield Guardian named Festus
• Gnomish visitors frequently lodge upstairs

6. Sheriff’s Office
• Sheriff Cubbin (a boisterous alcoholic)
• Deputy Jamis
• 6 constables
• Local jail

7. General Store
• Run by Tagin (Human)
• Just about anything that isn’t armor or weapons or magical

8. The Hungry Gar
• Restaurant run by Gul Tortikan

9. Jalek’s Flophouse
• Run by a massive, helmeted mute named Golot
• Owned by a fellow named Jalek, who lives near the top of the structure, but is rarely ever seen
• An ancient warehouse turned into housing

10. Smenk Residence
• A sodden old mansion a century past its time
• Owned by Balabar Smenk , owner of four mines in Diamond Mine
• Guarded by three hired guards
• Front door is always open during daylight hours

11. Deepspike Mine

12. Garrison
• Run by Captain Tolliver Trask , an aging, distinguished man
• Chief Cartographer Dietrik Cicaeda can be found here.
• Chief Scout Merris Sandover can be found here
• Lieutenants Dobrun Trent, Mikkela Venderin & Trovost Skunt
• 60 Soldiers
• Chapel of Pharasma can be found here
i. Valkus Dun – High Priest (tall, handsome)
ii. Velias Childramun – aging priest
iii. Melinde’ – young warrior priestess

13. Lakeside Stables
• Run by Lanch Faraday – portly half-elf
• Does not have the best reputation

14. The Midnight Salute
• House of Ill-Repute
• Run by an elf woman known as “Purple Prose.”
• Less expensive than the Emporium

15. The Spinning Giant
• Tavern with a painting of “Flailing Felanore” – a giantess who was captured 40 years ago
• Contains a decent quality stage
• Home to the local Garrison when off-duty

16. The Captain’s Blade
• Run by Tyrol Ebberly, a severe-looking man who claims to have once been a Watch Captain in Magnimar.
• Focus on Masterwork melee weapons

17. Venelle’s
• Run by Venelle, a female human ranger
• Built of pine logs
• Focus on Masterwork bows and arrows.
• Can import from Magnimar

18. Allustan’s Residence
• Home of Allustan , “The smartest man in town.”
• Sage & Wizard

19. Tilgast Residence
• Home to Gelch Tilgast, one of the mine owners
• A beautiful mansion with separate stables inside a stockade wall.
• Wealthy visitors can pay 1gp/day to stable horses

20. Old Piers
• An old sailor named Durskin can ferry folks around in his sloop, called the “Autumn Runner.”
• Also home to the “Harkness” run by Pharasma priests – kept cleaner.

21. Able Carter Coaching Inn
• Hostel (1gp/day)
• Stable (5sp/day)
• Runs a fleet of horse-drawn coaches that can travel the hills.
• Guarded by 4 guards at all times

22. Parrin Residence
• Home of Luzanne Parrin, one of the mine owners

23. Greysmere Covenant
• Home to three dwarven representatives of the stronghold of Greysmere, several days to the East.
• Run by Dulok Blitzhame.
• Councilor Galuth Grobadore
• Councilor Bitris Ruthek

24. Gansworth Residence
• Home to Chaum Gansworth, one of the mine owners
• Memorial Obelisk located outside is dedicated to miners killed in a collapse 70 years ago, that claimed 300 lives.
• Guarded by 5 guards at all times.

25. The Rusty Bucket
• Popular restaurant that used to focus on fish. Green stained-glass windows make for an unusual atmosphere inside.
• Home to three pipers who play regularly

26. Moonmeadow Residence
• Home of Ellival Moonmeadow, the Elven overseer of Diamond Point’s silver mine.
• Spends most of his time in the company of 6 Elf companions

27. Osgood Smithy
• Run by Manlin Osgood (Human Blacksmith)
• Home of Masterwork armor & household goods

28. Smelting House
• Run by a rarely-seen chief smelter, is the one place in Diamond Mine where all mines have their ore smelted.
• Northwest corner serves as the residence and workshop of Benazel the Alchemist (Potion-maker)

29. Diamond Lake Boneyard
• Overseen by Pharasma priests, guarded at all times. Rumored to hide a burial plot filled with gold bars that no one has ever found.

30. Neff Manor
• Owned by Governor-Mayor Lanod Neff , sprawling and protected by a wooden stockade wall – home to the political apparatus of Diamond Point.

31. Dourstone Mine
• Run by Ragnolin Dourstone, one of the mine owners

32. Abandoned Mine

33. Menhirs
• Old stone ring occasionally visited by druids

34. Old Observatory
• Crumbling building that once housed an order of monks obsessed with the heavenly bodies of the nighttime sky.

35. Dourstone Residence
• Home of Ragnolin Dourstone, one of the mine owners.

Diamond Point:
Diamond Point nestles in the rocky crags of the Cairn Hills, three days east of Magnimar to which it is subject. Iron and silver from Diamond Point’s mines fuel the capital’s markets and support its soldiers and nobles with the raw materials necessary for weapons and finery. This trade draws hundreds of skilled and unskilled laborers and artisans, all hoping to strike it rich. In ages past, Diamond Point boasted an export more valuable than metal in the form of treasure liberated from the numerous tombs and burial cairns crowding the hills around the town. These remnants of a half-dozen long-dead cultures commanded scandalous prices from the Magnimary elite, whose insatiable covetousness triggered a boom in the local economy. Those days are long gone, though. The last cairn in the region coughed up its treasures decades ago, and few locals pay much mind to stories of yet-undiscovered tombs and unplundered burial cairns. These days, only a handful of treasure seekers visit the town, and few return to Magnimar with anything more than a wall rubbing or an ancient tool fragment.

In the hills surrounding the town, hundreds of laborers spend weeks at a time underground, breathing recycled air pumped in via systems worth ten times their combined annual salary. The miners are the chattel of Diamond Point, its seething, tainted blood. But they are also Diamond Point’s foundation, their weekly pay cycling back into the community via a gaggle of gambling dens, bordellos, ale halls, and temples. Because work in the mines is so demanding and dangerous, most folk come to Diamond Point because they have nowhere else to turn, seeking an honest trade of hard labor for subsistence-level pay simply because the system has allowed them no other option. Many are foreigners displaced from native lands by war or famine. Work in a Diamond Point mine is the last honest step before utter destitution or crimes of desperation. For some, it is the first step in the opposite direction: a careful work assignment to ease the burden on debtor-filled prisons, one last chance to make it in civil society.

Despite its squalor, Diamond Point is crucial to Magnimar’s economy. The city’s directors thus take a keen interest in local affairs, noting the rise and fall of the managers who run Diamond Point’s mines in trust for the government."

Important Diamond Lake NPCs:
Allustan: Known as the "smartest man in town", Allustan is a friendly wizard that lives in a charming red and deep blue house on one of the rare stretches of healthy grass in all of Diamond Point. He takes on apprentices from time to time.

Balabar Smenk: One of the several mine managers in Diamond Point. There is rumor that he is trying to drive out the other mine managers and take over their mines.

Chaum Gansworth: One of the several mine managers in Diamond Point. He is also the youngest.

Dietrik Cicaeda: Chief Cartographer of Diamond Point. His office resides in the Garrison.

Ellival Moonmeadow: One of the several mine managers in Diamond Point. He is rarely seen aside from playing Dragon Chess at Lazare's House.

Gelch Tilgast: One of the several mine managers in Diamond Point. He is also the oldest. He used to wield the most power of the mine managers ... that is until Balabar Smenk showed up in town.

Governor-Mayor Lanod Neff: Governor-Mayor of Diamond Point. Brother of Allustan. He is seen by appointment only.

Jierian Wierus: Head Cleric of Pharasma. A bomastic orator whose populist rants appeal to the best virtues and values of the common man while at the same time preying upon their fears and superstitions.

Luzane Parrin: One of the several mine managers in Diamond Point. Inheritor of her mother's proud legacy as one of the town's wealthiest managers ... she has seen t all slip away. The details haven't been brought out in the public eye but it is rumored that Balabar Smenk now owns her former mansion.

Manlin Osgood: Proprietor of Osgood Smithy. Osgood is a somewhat coarse, unfailingly polite middle-aged human with a bald head and a walrus-like mustache.

Mélinde: A charming young warrior priestess who hopes one day to run the Diamond Point Chapel of Pharasma. She can be found in the Garrison.

Ragnolin Dourstone: One of the several mine managers in Diamond Point.

Sherrif Cubbin: Sherrif Cubbin is a man so renowned for corruption that many citizens assumed the announcement of his commission was a joke until he started arresting people.

Taggin: Proprietor of Diamond Point's General Store.

Tidwoad: Proprietor of Tidwoad's (a Jeweler shop). Tidwoad is a cantankerous jeweler with a meticulously arranged shop located on the Vein's central square.

Toliver Trask: Captain of the Diamond Point Garrison.The garrison's aging commander distinguished himself in the recent war and has the respect of his charges and of the community at large.

Tyrol Ebberly: Proprietor of the Captain's Blade. Tyrol is a severe-looking man who claims to have once been a watch captain in Magnimar.

Valkus Dun: Head Cleric of the Church of Pharasma. He is a tall handsome man with dark brown hair and long sideburns. His strong brow gives him a serious look at all times.

Venelle: Proprietor of Venelle's (A ranged weapon shop).

Loot Found-Whisperin Cairn:

All treasure has been sold or divided- see loot spreadsheet link above
Room 3
Shards of strange black glass - worth 20gp [Allustan for 20gp]
Room 5
Elven crafted Armband worth - 75gp or 100gp to an elf [Sold to Tidwoad for 37.5gp]
Indigo Lantern worth 50gp
Room 7
5 Other Lanterns worth 50gp each(Orange, Yellow, Green, Blue, Violet)
Room 11
3 Statuettes worth 200gp each [Sold to Tidwoad for 300gp]
wand of unseen servant - 16 charges [Aarakess]
wand of shatter - 7 charges [Aarakess]
goggles of minute seeing [Ingrid]
Room 13
masterwork quarter staff
Red metal pedestal made from something unknown (Weighs 200 lbs worth 300gp)
Room 16
3 potions cure light wounds[/ooc]
ring feather falling [Kilthan]
pearl of power (Level 1) [Aarakess]
Room 17
Red masterwork leather armor with older Pathfinder symbol [Sold to Osgood]
Silver ring with older pathfinder symbol
Room 20
red mw leather Pathfinder armor (Needs work) [Sold to Osgood]
Short Sword+1 [Ingrid]
Room 21
Gold Pathfinder Ring
38 gp
2 pp
55 sp
Room 23
47gp, 7sp, 1pp
Rusty longsword (junk)
suit of masterwork banded mail [Justin]
Room 25
Silver Diadem of Zosiel - Circlet of Wisdom +2 [Rohara]
Black demon horns with red tips- 50gp each
Box with Lamashtu glyphs on it
Magic inside box - talisman of the sphere [Aarakess]
Land Farm Baby Owl bear worth 3,000gp to the right seller (2,000 in a week)
Filge's Observatory
Room 4 - Cenobitic Chamber
6pp
5gp
Room 8 - Storage
8 Copper candle stands - (40 gp total)
Room 9 - Bedroom
Small Noble's Outfit
Blackened Spectacles (75gp) - Blocks bright light, +2 to saves vs daze or similar effects
Silver Tray (50gp)
Lammasu Rug worth 200 gp
1 pp
4 "potions" that need to be injected by Syringe [Dryn'taka]
Milky Blue potion of gentle repose
Deep Red potion of false life
Sallow Yellow potion of ghoul touch
White with Black Streaks potion of chill touch
Filge's spellbook [Aarakess]
scroll of animate dead
Room 10 - Closet
13 gp
Room 11 - Operating Theater
Bird skull amulet on a leather thong - Amulet of Natural Armor +1
potion of cure moderate wounds
potion of cure light wounds
Silver operating instruments - 500gp as a set
Emerald worth 20gp
Kyuss worm in a jar - 10gp [Sold to Allustan]

Loot Found-Three Faces of Evil:

Main Chamber
Room 1
54 gp
4 potions of cure light wounds
2 potions of
2 chain shirts
2 mw great axe
2 composite longbow (+2 Str)
40 arrows
Key with Zon Kuthon symbol
Zon Kuthon Temple
Room 2
12 damaged full plate armor (100gp each)
12 heavy mace
12 heavy steel shield.
Room 3
9 studded leather armor
9 longspear
9 dagger
9 wooden holy symbol of zon kuthon.
Room 4
2 chain shirt
2 masterwork great axe
2 composite longbow (+2 Str)
2 Quivers with 20 arrows each
54 gp
potion of cure light wounds
20 pp
golden necklace worth 100gp
full set of artisan tools
Room 6
3 chain shirt
3 masterwork great axe
3 composite longbow (+2 Str)
3 Quivers with 20 arrows each
81 gp
5 potion of cure light wounds
silver ring inlaid with several small emeralds worth 200 gp
Room 7 ]
six javelins
longsword
composite longbow (+2 Strength)
3 quivers of 20 arrows each.
Room 8
2 silver wedding bands worth 20gp.
2 sets of half plate
light steel shield
heavy steel shield
2 masterwork flail
2 dagger
2 potions of cure light wounds
scroll with silence
wand of cure light wounds – 31 charges
27 gp.
Key
a pouch with 200gp
a jeweled bracelet worth 100gp
a wand that detect as magic
Room 9
2 everburning torches
metal box.
Room 10
mace
2 flails
light crossbow
blank scrolls with a weak aura of universal magic
Stone key with Urgathoa's symbol
magical full plate
heavy steel shield
masterwork flail
masterwork light crossbow
20 bolts
dagger
magic ring
scroll of dispel magic
holy symbol of Zon Kuthon
8gp
keyring with multiple keys.
a leather bag with 70 gp
a fist-sized bust of a dwarf wearing a gem-studded crown worth 2,400gp
Room 11
Large gem

Special Items and Feats for Age of Worms:

Graceful Edge

Choose one type of one-handed slashing melee weapon, such as a scimitar or longsword for which you have already selected the Weapon Focus feat. You wield this weapon with an almost unnatural grace.

Prerequisite: Weapon Finesse, Weapon Focus (any one-handed slashing weapon), base attack bonus +1

Benefit: If you do not wield a shield or weapon in your off-hand, you treat your chosen weapon as a light weapon.
If you do not wield a shield or weapon in your off-hand, you also gain a +1 shield bonus to your AC while wielding your chosen weapon. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special: A fighter may select Graceful Edge as one of his fighter bonus feats.

You may take this feat more than once - each time you do, it applies to a new one-handed slashing weapon you have Weapon Focus in.

Kyuss Worm Paste

Aura Faint abjuration; CL 5th
Slot None; Price 750gp

DESCRIPTION

This cup-sized container of bad smelling greenish-brown paste renders a creature immune to the green worms of a spawn of Kyuss. Any worm from a spawn (or similar worm attacks, such as slow worms) dies instantly if it touches a creature protected by the paste. Applying the paste is a full-round action and lasts 1 hour. Each cup of paste can protect one creature. If the container is thrown at a normal spawn, it transforms the creature into a normal zombie, just as if remove curse had been used.

CONTRUCTION

Requirements Craft Wondrous Item, neutralize poison; Cost 375 gp.

Kyussbane Oil

Aura Faint transmutation; CL 5th
Slot None; Price 750gp

DESCRIPTION

This rank oily substance gives a weapon the undead-bane property for 1 hour. Any spawn of Kyuss or similar creature (including Kyuss himself ) struck by the affected weapon takes +1d6 damage in addition to the +2d6 from the bane property.

CONTRUCTION

Requirements Craft Wondrous Item, summon monster I; Cost 375 gp.

WormHunter Prestige Class:

Alignment: Wormhunters can be of any alignment.

Hit Die: d8

Requirements

To qualify to become a wormhunter, a character must fulfill all the following criteria.

Special: Must have at some point suffered a minimum of 4 points of Intelligence damage from a worm of Kyuss. These 4 points of Intelligence damage need not have occurred as a result of a single worm.

Special: The character must meet two of the following five criteria.

+7 Base attack bonus
Able to cast 4th-level divine spells.
Knowledge (religion) 7 ranks.
Base Fortitude save +4
Sneak attack +4d6

Special: Must have read through a copy of the Apostolic Scrolls.

Class Skills

The wormhunter’s class skills (and the key ability for each skill) are Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

WORMHUNTER

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +1 +0 +1 Gift of the worm 1, kyussbane
2nd +1 +1 +1 +1 Detect minion, wormscarred
3rd +2 +2 +1 +2 Gift of the worm 2
4th +3 +2 +1 +2 Wormeaten
5th +3 +3 +2 +3 Gift of the worm 3
Class Features

All of the following are class features of the wormhunter prestige class.

Weapon and Armor Proficiency: A wormhunter does not gain any proficiency with weapons or armor.

Gift of the Worm (Ex): By consuming a Kyuss worm, a wormhunter gains insight into the nature of Kyuss and his minions. Alternatively, the wormhunter can allow a Kyuss worm to burrow into his body – this deals the standard 1 point of damage per round for 1d4+1 rounds until the worm reaches the brain. At this point (or immediately, if the wormhunter voluntarily consumes the worm), the wormhunter’s body absorbs the worm. This immediately kills the worm (and prevents any Intelligence damage).

Immediately thereafter, the wormhunter absorbs the latent knowledge and power contained within the worm and magnifies it, using it to augment his own abilities. He immediately selects one of the Gifts of the Worm listed below. The benefit granted is permanent. Unfortunately, the influx of knowledge also damages the wormhunter’s mind in some way. He must also select one form of madness from those listed below. This madness cannot be cured by magic, as it becomes as fundamental a part of the wormhunter’s being as the gift granted.

A wormhunter gains a second gift at 3rd level, and a third at 5th level. He must secure a new Kyuss worm for each gift. Normally, a Kyuss worm dies after it leaves a spawn and doesn’t immediately attach to a host, but alchemists have discovered that these worms can be stored in a state of dormancy inside a potion of gentle repose. Usually, these worms are stored for nefarious purposes, but a wormhunter can take advantage of them to activate one of his gifts. A preserved Kyuss worm costs 1,800 gp (this includes the cost of the potion of gentle repose), but is usually considered an illegal (at worst) or controlled (at best) commodity, and as such probably requires at least a DC 25 Diplomacy check to track down a seller. Even then, Kyuss worms are generally not for sale in any settlement smaller than a large town.

Once a wormhunter selects a gift and its attendant form of madness, he cannot later change that gift or madness. Likewise, he cannot select a gift or madness more than once.

Kyussbane (Ex): A wormhunter is particularly skilled at fighting against the minions of Kyuss. He gains a bonus on all weapon damage rolls and checks to overcome spell resistance made against these creatures equal to his wormhunter level.

Detect Minion (Sp): If the wormhunter concentrates, he can sense the proximity of minions of Kyuss via a subtle tingling in his scars. This functions as the spell detect undead, but it only detects minions of Kyuss (be they undead or living). A wormhunter may use this ability at will.

Wormscarred (Su): At 2nd level, the wormhunter’s body begins to develop patches of scarring. These scars are as much physical scars left from being infested by Kyuss worms as they are manifestations of the wormhunter’s growing taint and lurking madness. The wormscarred wormhunter is immune to disease and gains a +2 bonus on all saving throws against poison.

Wormeaten (Su): At 4th level, a wormhunter’s body carries the taint of Kyuss. This taint is detectable as a faint magic aura. It grants the wormhunter a +4 bonus on Bluff, Diplomacy, and Disguise checks made against or opposed by undead creatures, as other undead are strangely comforted and lulled by the taint. The character also gains a +2 bonus on saving throws made against attacks or spells from any minion of Kyuss. A wormeaten wormhunter need never fear infestation by Kyuss worms again – these worms interpret the taint as indication that the character is already a spawn of Kyuss, and do not attempt to infest him. Wormeaten wormhunters are immune to fear effects generated by the minions of Kyuss.

A wormeaten wormhunter takes a -2 penalty on all Bluff and Diplomacy checks made against living creatures (save for those made against other wormhunters), since the taint is somewhat unsettling to the living.

GIFTS OF THE WORM

The touch of Kyuss blesses each wormhunter with a unique variety of abilities.

Cannibalization: One of your ability scores increases by 1 point, but at a cost – you must reduce two other ability scores by 1 point (or one other ability score by 2 points).

Increased Spellcasting: Choose a spellcasting class to whic you belonged before you gained this Gift of the Worm. You gain new spells per day as if you had also gained a number of levels in this spellcasting class equal to the number of Gifts of the Worm you currently possess (including this one). You do not gain any other benefit a character of that class would have gained. If you gain additional Gifts of the Worm at a later date, the number of spellcasting levels granted by increased spellcasting does not increase.

Regained Lore: You gain a number of bonus feats equal to the number of Gifts of the Worm you currently possess (including this one). If you gain additional Gifts of the Worm at a later date, the number of bonus feats granted by regained lore does not increase.

Sinister Smite: You must have already selected the Spiritual Conduit gift and be able to channel energy in order to select this gift. Inflict wounds spells now function as if empowered and maximized when cast on you. Your body’s ability to conduct negative energy grows to an extent that you gain the ability to channel negative energy in sudden bursts of power when you strike a particularly solid blow against a living creature. Whenever you deal sneak attack damage or score a critical hit on a living creature, you also deal 2 points of Strength damage to that creature.

Smite Undead: You must have already selected the Spiritual Conduit gift and be able to channel energy in order to select this gift. Cure wounds spells now function as if empowered and maximized when cast on you. Your body’s ability to conduct positive energy grows to an extent that you gain the ability to channel positive energy in sudden bursts of power when you strike a particularly solid blow against undead. Whenever you deal sneak attack damage or score a critical hit on an undead creature, you also deal 2 points of Strength damage to that creature.

Spiritual Conduit: The worms have made your body more conductive to the type of energy you have chosen. All cure wounds and all inflict wounds spells cast on you function as if empowered. If you have the ability to channel energy, your effective level increases by an amount equal to the number of Gifts of the Worm you currently possess (including this one). If you gain additional Gifts of the Worm at a later date, the number of effective levels granted by spiritual conduit does not increase.

MADNESS OF THE WORM

Even as his might empowers the wormhunter, the touch of Kyuss leaves no mortal mind unscarred.

Hypersomnia: You have extreme difficulty staying awake. You suffer a constant -2 penalty on all Wisdom-based skill checks. Additionally, whenever you are engaged in a repetitive activity (such as using Craft or Profession checks), you must make a DC 10 Will save (up to once per hour) to avoid falling asleep for an hour.

Insomnia: You have extreme difficulty falling asleep. Each time you try to rest, you must make a DC 20 Will save. Failure indicates that your sleep wasn’t restful and you awaken fatigued.

Paranoia: You are convinced that the world and all that dwells within are out to do you harm. You cannot take the aid another action, nor can you ever receive bonuses on your own checks from an aid another action. You also take a -2 penalty on Bluff and Diplomacy checks.

Schizophrenia: You periodically lose your grip on reality and have difficulty at times telling the difference between what is real and what is hallucination. These constant hallucinations can cause you to appear erratic, chaotic, and unpredictable. You take a -2 penalty on all Charisma-based skill checks. If you ever roll a natural 1 when making any Charisma-based check, you must make a DC 15 Will save to avoid becoming confused for 1d4 rounds.

Terataphobia: A monstrous phobia is an irrational fear of a type of monster. Select one monster type from the list of ranger favored enemies on page 64 of the Pathfinder RPG Core Rulebook. You now take a -2 penalty on attack rolls, skill checks, and Will saving throws made against these monsters. If you possess immunity to fear from some other source, your immunity to fear effects do not apply to fear attacks generated by monsters from this category.

Tic Disorder: You have developed nervous, often violent spasms. These spasms cause a constant -1 penalty on all Reflex saving throws and Dexterity-based skill checks.

Champion's Games Rules:

The Champion’s Games is a five-day long gladiatorial tournament that takes place annually in the Magnimar. The games themselves consist of a massive four round elimination event, interspersed with spectacle fights that pit gladiators against exotic monsters and other unique foes. A single team can consist of no more than eight members and must be sponsored by a licensed Manager. Familiars do not count as members, but larger animal companions, mounts, and cohorts do. Finally each team of gladiators must identify itself with a name and designate a leader.

The tournament is fought in four successive rounds of elimination. The first day consists of six battles of free-for-all combat between groups of four teams. The second day is for rest and recuperating. The six winners of the first round of battles are paired off into three team-vs-team battles on the third day. On the fourth day, two of the three remaining teams fight each other, while the third teams fights a special exhibition match against an exotic monster. The final round is a face-to-face battle between the two remaining teams on the fifth day. The winner of each round is awarded a generous prize to be shared among the team members and their manager.

Not only do the winning teams of each round win a trophy, they also receive a cash payout of ever increasing value. The winner of the tournament also receives the right to wear the Champions Belt for the next year.

Rules of Battle

1. All battles are potentially lethal, but a gladiator always has the option of surrender. To surrender, a gladiator must drop his weapons, kneel, and hold both hands in the air. A Gladiator who attacks a surrendering foe is immediately disqualified. (and likely arrested for murder). A gladiator who surrenders and then attacks another gladiator is also immediately disqualified.

2. Gladiators belonging to a winning team who are killed in combat, may be raised from the dead in order to continue to participate in the tournament. If a character falls unconscious from damage, there will be impartial judges with reach stabilize and/or reach breath of life to try and prevent death. Once a character falls unconscious they are considered to have surrendered in the fight, even if brought back to positive hp.

3. A match persists until one team is victorious, either through the death or the surrender of all opposing teams.

4. A disqualified gladiator must cease fighting at once and must move to the edge of the field of battle immediately. Failure to comply results in the disqualification of the entire team. Once a gladiator is disqualified, he may no longer take part in any remaining battles.

5. Winning gladiators have no right to the spoils of the fallen, thus destroying their items is cause for disqualification. A defeated gladiator keeps his gear, or in the case of permanent death, ownership of gear reverts to his team or manager.

6. Any tactic that endangers spectators is grounds for immediate disqualification and possible legal action.

7. Use of poison is forbidden and grounds for disqualification and possible legal action.

Restrictions on Magic:

Magic that obscures or otherwise blocks the sight or sound of the combat from the spectators (e.g., darkness, fog cloud, pyrotechnics, silence) is forbidden and grounds for disqualification.

Gladiators that can fly or levitate may do so up to a height of 40ft. A gladiator that flies any higher is immediately disqualified. Burrowing into the arena's floor is forbidden.

Spells that affect the minds of opponents (such as illusions and enchantments including, but not limited to the following spells: color spray, charm, dominate, fear, sleep, hold person, maze, confusion, insanity) are forbidden and grounds for disqualification and possible legal action depending on the severity of the spell effect.

Magic that summons creatures into combat is allowed and counts towards the total number of your team. Going over the limit of 8 members in a fight forfeits your team.

Magic that causes an unwilling physical transformation to an opponent is forbidden (such as baleful polymorph or flesh to stone) are grounds for disqualification and possible legal action.

Champion's Games Betting:

Celeste adds that there is a healthy betting system with odds determined by team ranking. A team’s initial rank determines the odds for or against them in the wagering. Relative unknowns usually start their initial ranking at three, the minimum being one, and the maximum being nine. Each time you win a match, your rank will increase. There will be people walking around that night talking to all of the competitors, so you may be able to move your rank up or down at the dinner (which is mandatory) and is held the night before the first match. If you desire to move your rankings up or down during the dinner I will make Bluff checks for any of you that wish to try and do that

To be able to bet, you will need to purchase a license ahead of time, which will cost 100gp. Bets are done between individuals. You can find people to bet with up to 250 gp with no check, though Celeste tells you that if you take the time you may be able to find someone willing to go higher If you wish to try and bet higher, I will make a Gather Information (Diplomacy) check for you to see if you can find a high roller.

Gladiator Rank

You start at Rank 3 and can increase or decrease your ranking by 1 with a successful Bluff check during the free dinner. You may attempt it 3 times during the dinner if you wish (I will make the checks for whomever is attempting and assisting if you decide to try)

Each time a team wins a match their rank increases by 1

Each time a team member score a critical hit on a an enemy gladiator, there is a 25% chance that their rank increases by 1

Rank 1 1gp pays 10gp
Rank 2 1gp pays 5gp
Rank 3 1gp pays 3gp
Rank 4 1gp pays 2gp
Rank 5 1gp pays 1gp
Rank 6 2gp pays 1gp
Rank 7 3gp pays 1gp
Rank 8 5gp pays 1gp
Rank 9 10gp pays 1gp


Gladiator Teams and Starting Ranks:

The full list of the combatants, in alphabetical order (Not including you): Arcane Auriga, Auric’s Warband, Badlands Revenge, Chuko’s Ravens, Draconic Brood, Drunken Devilry, Final Phoenix, Guttuggers, Iron Hill Monkeys, Night Owls, One of Us, Pitch Blade, Rauth’s Dragoons, Sapphire Squad, Snow Leopards, Teeth of Gorum, The Crazy Eight, The Fisthammers, The Gravediggers, The Skull of Murq, The Unhumans, The Woodchuckers, and Varmint Patrol.

Here is the starting rankings for all of the teams.

Arcane Auriga Rank 6
Auric’s Warband Rank 9
Badlands Revenge Rank 5
Chuko’s Ravens Rank 4
Draconic Brood Rank 7
Drunken Devilry Rank 3
Final Phoenix Rank 3
Guttuggers Rank 4
Iron Hill Monkeys Rank 3
Night Owls Rank 2
One of Us Rank 2
Pitch Blade Rank 8
Rauth’s Dragoons Rank 3
Sapphire Squad Rank 5
Snow Leopards Rank 4
Teeth of Gorum Rank 3
The Crazy Eight Rank 4
The Fisthammers Rank 4
The Empyreals Rank 2
The Gravediggers Rank 3
The Skull of Murq Rank 5
The Unhumans Rank 4
The Woodchuckers Rank 5
Varmint Patrol Rank 2